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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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@ -156,7 +156,7 @@ void EnBombf_GrowBomb(EnBombf* this, PlayState* play) {
func_8002F5C4(&this->actor, &bombFlower->actor, play);
this->timer = 180;
this->flowerBombScale = 0.0f;
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_PULL_UP_ROCK);
Actor_PlaySfx(&this->actor, NA_SE_PL_PULL_UP_ROCK);
this->actor.flags &= ~ACTOR_FLAG_0;
} else {
player->actor.child = NULL;
@ -356,7 +356,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
if (1) {}
thisx->world.rot.y = ((thisx->wallYaw - thisx->world.rot.y) + thisx->wallYaw) - 0x8000;
}
Audio_PlayActorSfx2(thisx, NA_SE_EV_BOMB_BOUND);
Actor_PlaySfx(thisx, NA_SE_EV_BOMB_BOUND);
Actor_MoveForward(thisx);
DREG(6) = 1;
Actor_UpdateBgCheckInfo(play, thisx, 5.0f, 10.0f, 0.0f,
@ -387,7 +387,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
if ((play->gameplayFrames % 2) == 0) {
EffectSsGSpk_SpawnFuse(play, thisx, &effPos, &effVelocity, &effAccel);
}
Audio_PlayActorSfx2(thisx, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
Actor_PlaySfx(thisx, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
effPos.y += 3.0f;
func_8002829C(play, &effPos, &effVelocity, &dustAccel, &dustColor, &dustColor, 50, 5);
@ -424,7 +424,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
EffectSsBlast_SpawnWhiteShockwave(play, &effPos, &effVelocity, &effAccel);
}
Audio_PlayActorSfx2(thisx, NA_SE_IT_BOMB_EXPLOSION);
Actor_PlaySfx(thisx, NA_SE_IT_BOMB_EXPLOSION);
play->envCtx.adjLight1Color[0] = play->envCtx.adjLight1Color[1] = play->envCtx.adjLight1Color[2] = 250;
play->envCtx.adjAmbientColor[0] = play->envCtx.adjAmbientColor[1] = play->envCtx.adjAmbientColor[2] =
250;
@ -460,7 +460,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
}
if (thisx->bgCheckFlags & BGCHECKFLAG_WATER_TOUCH) {
thisx->bgCheckFlags &= ~BGCHECKFLAG_WATER_TOUCH;
Audio_PlayActorSfx2(thisx, NA_SE_EV_BOMB_DROP_WATER);
Actor_PlaySfx(thisx, NA_SE_EV_BOMB_DROP_WATER);
}
}
}