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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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@ -212,7 +212,7 @@ void EnFirefly_SetupFall(EnFirefly* this) {
this->timer = 40;
this->actor.velocity.y = 0.0f;
Animation_Change(&this->skelAnime, &gKeeseFlyAnim, 0.5f, 0.0f, 0.0f, ANIMMODE_LOOP_INTERP, -3.0f);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FFLY_DEAD);
Actor_PlaySfx(&this->actor, NA_SE_EN_FFLY_DEAD);
this->actor.flags |= ACTOR_FLAG_4;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 40);
this->actionFunc = EnFirefly_Fall;
@ -252,7 +252,7 @@ void EnFirefly_SetupStunned(EnFirefly* this) {
this->auraType = KEESE_AURA_NONE;
this->actor.velocity.y = 0.0f;
this->skelAnime.playSpeed = 3.0f;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
this->actionFunc = EnFirefly_Stunned;
}
@ -264,7 +264,7 @@ void EnFirefly_SetupFrozenFall(EnFirefly* this, PlayState* play) {
this->auraType = KEESE_AURA_NONE;
this->actor.speedXZ = 0.0f;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 255);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FFLY_DEAD);
Actor_PlaySfx(&this->actor, NA_SE_EN_FFLY_DEAD);
for (i = 0; i <= 7; i++) {
iceParticlePos.x = (i & 1 ? 7.0f : -7.0f) + this->actor.world.pos.x;
@ -668,7 +668,7 @@ void EnFirefly_Update(Actor* thisx, PlayState* play2) {
if (this->collider.base.atFlags & AT_HIT) {
this->collider.base.atFlags &= ~AT_HIT;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FFLY_ATTACK);
Actor_PlaySfx(&this->actor, NA_SE_EN_FFLY_ATTACK);
if (this->onFire) {
EnFirefly_Extinguish(this);
}
@ -706,7 +706,7 @@ void EnFirefly_Update(Actor* thisx, PlayState* play2) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
this->actor.world.rot.y = this->actor.shape.rot.y;
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FFLY_FLY);
Actor_PlaySfx(&this->actor, NA_SE_EN_FFLY_FLY);
}
}