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Name Actor_PlaySfx and Player_PlaySfx (#1469)

* name two main actor sfx functions

* adjust comments

* fix double s in player

* fix commas
This commit is contained in:
engineer124 2022-12-18 23:18:21 -05:00 committed by GitHub
parent f181c2f10e
commit be22b836f6
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GPG key ID: 4AEE18F83AFDEB23
213 changed files with 1424 additions and 1414 deletions

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@ -266,7 +266,7 @@ void EnAm_SpawnEffects(EnAm* this, PlayState* play) {
EffectSsKiraKira_SpawnSmall(play, &pos, &velocity, &accel, &primColor, &envColor);
}
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_WALK);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_WALK);
Actor_SpawnFloorDustRing(play, &this->dyna.actor, &this->dyna.actor.world.pos, 4.0f, 3, 8.0f, 300, 15, false);
}
@ -338,7 +338,7 @@ void EnAm_SetupRecoilFromDamage(EnAm* this, PlayState* play) {
Animation_GetLastFrame(&gArmosDamagedAnim) - 6.0f, ANIMMODE_ONCE, 0.0f);
this->behavior = AM_BEHAVIOR_DAMAGED;
this->dyna.actor.world.rot.y = this->dyna.actor.yawTowardsPlayer;
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_DAMAGE);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_DAMAGE);
if (EnAm_CanMove(this, play, -6.0f, this->dyna.actor.world.rot.y)) {
this->dyna.actor.speedXZ = -6.0f;
@ -377,8 +377,8 @@ void EnAm_Sleep(EnAm* this, PlayState* play) {
this->hurtCollider.base.acFlags &= ~AC_HIT;
if (this->textureBlend == 0) {
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_WAVE);
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_WAVE);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
Actor_SetColorFilter(&this->dyna.actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8);
}
@ -419,7 +419,7 @@ void EnAm_Sleep(EnAm* this, PlayState* play) {
Math_SmoothStepToF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
if (this->dyna.actor.speedXZ != 0.0f) {
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}
this->dyna.unk_154 = 0.0f;
@ -588,7 +588,7 @@ void EnAm_Cooldown(EnAm* this, PlayState* play) {
if (this->unk_258 == 0) {
EnAm_SetupLunge(this);
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_VOICE);
}
this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y;
@ -672,7 +672,7 @@ void EnAm_Statue(EnAm* this, PlayState* play) {
}
} else {
this->unk_258 -= 0x800;
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
if (this->dyna.unk_150 < 0.0f) {
temp158f = this->dyna.unk_158 + 0x8000;
@ -699,7 +699,7 @@ void EnAm_Statue(EnAm* this, PlayState* play) {
}
if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
}
this->dyna.unk_150 = this->dyna.unk_154 = 0.0f;
@ -724,7 +724,7 @@ void EnAm_SetupStunned(EnAm* this, PlayState* play) {
}
this->behavior = AM_BEHAVIOR_STUNNED;
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_GOMA_JR_FREEZE);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_GOMA_JR_FREEZE);
EnAm_SetupAction(this, EnAm_Stunned);
}
@ -864,7 +864,7 @@ void EnAm_Update(Actor* thisx, PlayState* play) {
bomb->timer = 0;
}
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EN_AMOS_DEAD);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_AMOS_DEAD);
Item_DropCollectibleRandom(play, &this->dyna.actor, &this->dyna.actor.world.pos, 0xA0);
for (i = 9; i >= 0; i--) {
@ -910,7 +910,7 @@ void EnAm_Update(Actor* thisx, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->hitCollider.base.at == &player->actor) {
Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
}
}
CollisionCheck_SetAT(play, &play->colChkCtx, &this->hitCollider.base);