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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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@ -505,7 +505,7 @@ void EnBb_Death(EnBb* this, PlayState* play) {
void EnBb_SetupDamage(EnBb* this) {
this->action = BB_DAMAGE;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
if (this->actor.params > ENBB_GREEN) {
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
if (!(this->actor.bgCheckFlags & BGCHECKFLAG_WALL)) {
@ -640,7 +640,7 @@ void EnBb_Blue(EnBb* this, PlayState* play) {
afterHitAngle = -0x8000;
} else {
afterHitAngle = 0x4000;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_BITE);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_BITE);
if (play->gameplayFrames & 1) {
afterHitAngle = -0x4000;
}
@ -652,17 +652,17 @@ void EnBb_Blue(EnBb* this, PlayState* play) {
if (this->maxSpeed >= 6.0f) {
if ((s32)this->skelAnime.curFrame == 0 || (s32)this->skelAnime.curFrame == 5) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_MOUTH);
} else if ((s32)this->skelAnime.curFrame == 2 || (s32)this->skelAnime.curFrame == 7) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
}
} else {
if ((s32)this->skelAnime.curFrame == 5) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
}
}
if (((s32)this->skelAnime.curFrame == 0) && (Rand_ZeroOne() < 0.1f)) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_LAUGH);
}
this->actor.shape.rot.y = this->actor.world.rot.y;
}
@ -677,7 +677,7 @@ void EnBb_SetupDown(EnBb* this) {
this->flameScaleX = 0.0f;
this->flameScaleY = 0.0f;
this->actor.gravity = -2.0f;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_DOWN);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_DOWN);
EnBb_SetupAction(this, EnBb_Down);
}
@ -705,7 +705,7 @@ void EnBb_Down(EnBb* this, PlayState* play) {
return;
}
}
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND);
if (this->actor.velocity.y < -14.0f) {
this->actor.velocity.y *= -0.7f;
} else {
@ -717,10 +717,10 @@ void EnBb_Down(EnBb* this, PlayState* play) {
}
this->actor.shape.rot.y = this->actor.world.rot.y;
if ((s32)this->skelAnime.curFrame == 5) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
}
if (this->timer == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_UP);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_UP);
switch (this->actor.params) {
case ENBB_BLUE:
this->actor.velocity.y = 0.0f;
@ -847,9 +847,9 @@ void EnBb_Red(EnBb* this, PlayState* play) {
}
if (this->actionState != BBRED_WAIT) {
if (((s32)this->skelAnime.curFrame == 0) || ((s32)this->skelAnime.curFrame == 5)) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_MOUTH);
}
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLEFALL_FIRE - SFX_FLAG);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEFALL_FIRE - SFX_FLAG);
}
}
@ -919,7 +919,7 @@ void EnBb_White(EnBb* this, PlayState* play) {
this->maxSpeed = 10.0f;
}
if (this->collider.base.atFlags & AT_HIT) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_BITE);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_BITE);
this->collider.base.atFlags &= ~AT_HIT;
}
this->actor.shape.rot.y = this->actor.world.rot.y;
@ -928,13 +928,13 @@ void EnBb_White(EnBb* this, PlayState* play) {
}
SkelAnime_Update(&this->skelAnime);
if (((s32)this->skelAnime.curFrame == 0) && (Rand_ZeroOne() <= 0.1f)) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_LAUGH);
}
if ((this->maxSpeed != 0.0f) && (((s32)this->skelAnime.curFrame == 0) || ((s32)this->skelAnime.curFrame == 5))) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_MOUTH);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_MOUTH);
} else if (((s32)this->skelAnime.curFrame == 2) || ((s32)this->skelAnime.curFrame == 7)) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
}
}
@ -1005,7 +1005,7 @@ void EnBb_Green(EnBb* this, PlayState* play) {
this->moveMode = BBMOVE_NOCLIP;
this->maxSpeed = 10.0f;
if (this->collider.base.atFlags & AT_HIT) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_BITE);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_BITE);
this->collider.base.atFlags &= ~AT_HIT;
}
if (Math_CosF(this->bobPhase) == 0.0f) {
@ -1013,7 +1013,7 @@ void EnBb_Green(EnBb* this, PlayState* play) {
this->bobSpeedMod = Rand_ZeroOne();
} else {
this->bobSpeedMod = Rand_ZeroOne() * 3.0f;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_LAUGH);
}
}
this->actor.shape.rot.y = this->actor.world.rot.y;
@ -1043,14 +1043,14 @@ void EnBb_Green(EnBb* this, PlayState* play) {
if (this->vFlameTimer != 0) {
this->collider.base.acFlags &= ~AC_HIT;
}
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_DOWN);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_DOWN);
}
if (this->actionState != BBGREEN_FLAME_ON) {
this->timer--;
if (this->timer == 0) {
this->actionState = BBGREEN_FLAME_ON;
this->vFlameTimer = (Rand_ZeroOne() * 30.0f) + 180.0f;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_UP);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_UP);
}
Math_SmoothStepToF(&this->flameScaleY, 0.0f, 1.0f, 10.0f, 0.0f);
Math_SmoothStepToF(&this->flameScaleX, 0.0f, 1.0f, 10.0f, 0.0f);
@ -1059,10 +1059,10 @@ void EnBb_Green(EnBb* this, PlayState* play) {
Math_SmoothStepToF(&this->flameScaleX, 100.0f, 1.0f, 10.0f, 0.0f);
}
if ((s32)this->skelAnime.curFrame == 5) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_WING);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
}
if (((s32)this->skelAnime.curFrame == 0) && (Rand_ZeroOne() < 0.1f)) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_LAUGH);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_LAUGH);
}
}
@ -1089,7 +1089,7 @@ void EnBb_SetupStunned(EnBb* this) {
this->fireIceTimer = 0x30;
FALLTHROUGH;
case 15:
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 180, COLORFILTER_BUFFLAG_OPA, 80);
break;
}
@ -1107,7 +1107,7 @@ void EnBb_Stunned(EnBb* this, PlayState* play) {
this->actor.bgCheckFlags &= ~BGCHECKFLAG_WALL;
}
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_DODO_M_GND);
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_M_GND);
if (this->actor.velocity.y < -14.0f) {
this->actor.velocity.y *= -0.4f;
} else {
@ -1209,7 +1209,7 @@ void EnBb_CollisionCheck(EnBb* this, PlayState* play) {
this->actor.speedXZ = -8.0f;
this->maxSpeed = 0.0f;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
} else if (((this->action == BB_DOWN) && (this->timer < 190)) ||
((this->actor.params != ENBB_WHITE) && (this->flameScaleX < 20.0f))) {
EnBb_SetupDamage(this);