1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-21 14:31:17 +00:00

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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
213 changed files with 1424 additions and 1414 deletions

View file

@ -728,7 +728,7 @@ void func_80A03610(EnElf* this, PlayState* play) {
this->unk_2BC = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
EnElf_SpawnSparkles(this, play, 32);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
Actor_PlaySfx(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
}
void func_80A03814(EnElf* this, PlayState* play) {
@ -763,7 +763,7 @@ void func_80A03814(EnElf* this, PlayState* play) {
func_80A02E30(this, &player->bodyPartsPos[PLAYER_BODYPART_WAIST]);
this->unk_2BC = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
EnElf_SpawnSparkles(this, play, 32);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
Actor_PlaySfx(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
}
void func_80A03990(EnElf* this, PlayState* play) {
@ -788,7 +788,7 @@ void func_80A03990(EnElf* this, PlayState* play) {
Actor_SetScale(&this->actor, (1.0f - (SQ(this->unk_2B4) * SQ(1.0f / 9.0f))) * 0.008f);
this->unk_2BC = Math_Atan2S(this->actor.velocity.z, this->actor.velocity.x);
EnElf_SpawnSparkles(this, play, 32);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
Actor_PlaySfx(&this->actor, NA_SE_EV_FIATY_HEAL - SFX_FLAG);
}
void func_80A03AB0(EnElf* this, PlayState* play) {
@ -866,7 +866,7 @@ void func_80A03CF8(EnElf* this, PlayState* play) {
// play dash sound effect as Navi enters Links house in the intro
if (1) {}
if (play->csCtx.frames == 55) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FAIRY_DASH);
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_DASH);
}
// play dash sound effect in intervals as Navi is waking up Link in the intro
@ -878,7 +878,7 @@ void func_80A03CF8(EnElf* this, PlayState* play) {
} else {
if (this->actor.world.pos.y < prevPos.y) {
this->fairyFlags |= 0x40;
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FAIRY_DASH);
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_DASH);
}
}
}
@ -961,7 +961,7 @@ void func_80A03CF8(EnElf* this, PlayState* play) {
this->fairyFlags |= 2;
if (this->unk_2C7 == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FAIRY_DASH);
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_DASH);
}
this->unk_2C0 = 0x64;
@ -1009,7 +1009,7 @@ void func_80A04414(EnElf* this, PlayState* play) {
this->unk_29C = 1.0f;
if (this->unk_2C7 == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FAIRY_DASH);
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_DASH);
}
} else {
@ -1045,7 +1045,7 @@ void func_80A04414(EnElf* this, PlayState* play) {
}
if (this->unk_2C7 == 0) {
Audio_PlayActorSfx2(&this->actor, sfxId);
Actor_PlaySfx(&this->actor, sfxId);
}
this->fairyFlags |= 1;
@ -1104,7 +1104,7 @@ void func_80A0461C(EnElf* this, PlayState* play) {
temp = 0;
} else {
if (this->unk_2C7 == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_NAVY_VANISH);
Actor_PlaySfx(&this->actor, NA_SE_EV_NAVY_VANISH);
}
temp = 7;
}
@ -1148,7 +1148,7 @@ void func_80A0461C(EnElf* this, PlayState* play) {
if (!(player->stateFlags2 & PLAYER_STATE2_20)) {
temp = 7;
if (this->unk_2C7 == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_NAVY_VANISH);
Actor_PlaySfx(&this->actor, NA_SE_EV_NAVY_VANISH);
}
}
break;
@ -1158,7 +1158,7 @@ void func_80A0461C(EnElf* this, PlayState* play) {
this->unk_2C0 = 42;
temp = 11;
if (this->unk_2C7 == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_FAIRY_DASH);
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_DASH);
}
}
break;