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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:
parent
f181c2f10e
commit
be22b836f6
213 changed files with 1424 additions and 1414 deletions
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@ -363,7 +363,7 @@ void EnGeldB_Wait(EnGeldB* this, PlayState* play) {
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func_800F5ACC(NA_BGM_MINI_BOSS);
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}
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if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_DOWN);
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Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_DOWN);
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this->skelAnime.playSpeed = 1.0f;
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this->actor.world.pos.y = this->actor.floorHeight;
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this->actor.flags |= ACTOR_FLAG_0;
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@ -391,7 +391,7 @@ void EnGeldB_SetupFlee(EnGeldB* this) {
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void EnGeldB_Flee(EnGeldB* this, PlayState* play) {
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if (this->skelAnime.curFrame == 10.0f) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_JUMP);
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Actor_PlaySfx(&this->actor, NA_SE_EN_STAL_JUMP);
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}
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if (this->skelAnime.curFrame == 2.0f) {
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this->actor.gravity = 0.0f;
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@ -465,7 +465,7 @@ void EnGeldB_Ready(EnGeldB* this, PlayState* play) {
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EnGeldB_SetupPivot(this);
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}
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if ((play->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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}
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}
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}
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@ -543,13 +543,13 @@ void EnGeldB_Advance(EnGeldB* this, PlayState* play) {
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}
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}
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if ((play->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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}
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if (prevFrame != (s32)this->skelAnime.curFrame) {
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s32 afterPrevFrame = absPlaySpeed + prevFrame;
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if (((beforeCurFrame < 0) && (afterPrevFrame > 0)) || ((beforeCurFrame < 4) && (afterPrevFrame > 4))) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MUSI_LAND);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MUSI_LAND);
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}
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}
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}
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@ -565,7 +565,7 @@ void EnGeldB_SetupRollForward(EnGeldB* this) {
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this->action = GELDB_ROLL_FORWARD;
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this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
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this->actor.speedXZ = 10.0f;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_JUMP);
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Actor_PlaySfx(&this->actor, NA_SE_EN_STAL_JUMP);
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EnGeldB_SetupAction(this, EnGeldB_RollForward);
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}
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@ -590,7 +590,7 @@ void EnGeldB_RollForward(EnGeldB* this, PlayState* play) {
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}
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}
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if ((play->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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}
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}
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@ -626,7 +626,7 @@ void EnGeldB_Pivot(EnGeldB* this, PlayState* play) {
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}
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}
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if ((play->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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}
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}
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}
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@ -715,11 +715,11 @@ void EnGeldB_Circle(EnGeldB* this, PlayState* play) {
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if ((prevFrame != (s32)this->skelAnime.curFrame) &&
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(((beforeCurFrame < 0) && (afterPrevFrame > 0)) || ((beforeCurFrame < 5) && (afterPrevFrame > 5)))) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MUSI_LAND);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MUSI_LAND);
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}
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if ((play->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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}
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if ((Math_CosS(angleBehindLink - this->actor.shape.rot.y) < -0.85f) &&
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!Actor_OtherIsTargeted(play, &this->actor) && (this->actor.xzDistToPlayer <= 45.0f)) {
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@ -811,11 +811,11 @@ void EnGeldB_SpinDodge(EnGeldB* this, PlayState* play) {
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if ((prevFrame != (s32)this->skelAnime.curFrame) &&
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(((beforeCurFrame < 0) && (afterPrevFrame > 0)) || ((beforeCurFrame < 5) && (afterPrevFrame > 5)))) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MUSI_LAND);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MUSI_LAND);
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}
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if ((play->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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}
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this->timer--;
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if (this->timer == 0) {
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@ -856,7 +856,7 @@ void EnGeldB_Slash(EnGeldB* this, PlayState* play) {
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this->actor.speedXZ = 0.0f;
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if ((s32)this->skelAnime.curFrame == 1) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GERUDOFT_ATTACK);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_ATTACK);
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this->swordState = 1;
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} else if ((s32)this->skelAnime.curFrame == 6) {
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this->swordState = -1;
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@ -923,7 +923,7 @@ void EnGeldB_SpinAttack(EnGeldB* this, PlayState* play) {
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Message_StartTextbox(play, 0x6003, &this->actor);
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this->timer = 30;
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this->actor.speedXZ = 0.0f;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_TWINROBA_YOUNG_LAUGH);
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Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_YOUNG_LAUGH);
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return;
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}
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}
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@ -935,7 +935,7 @@ void EnGeldB_SpinAttack(EnGeldB* this, PlayState* play) {
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Actor_SpawnFloorDustRing(play, &this->actor, &this->rightFootPos, 3.0f, 2, 2.0f, 0, 0, false);
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this->swordState = 1;
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this->actor.speedXZ = 10.0f;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GERUDOFT_ATTACK);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_ATTACK);
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} else if ((s32)this->skelAnime.curFrame == 21) {
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this->actor.speedXZ = 0.0f;
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} else if ((s32)this->skelAnime.curFrame == 24) {
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@ -981,7 +981,7 @@ void EnGeldB_SetupRollBack(EnGeldB* this) {
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this->invisible = true;
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this->action = GELDB_ROLL_BACK;
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this->actor.speedXZ = -8.0f;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_JUMP);
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Actor_PlaySfx(&this->actor, NA_SE_EN_STAL_JUMP);
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this->actor.shape.rot.y = this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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EnGeldB_SetupAction(this, EnGeldB_RollBack);
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}
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@ -998,7 +998,7 @@ void EnGeldB_RollBack(EnGeldB* this, PlayState* play) {
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}
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}
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if ((play->state.frames & 0x5F) == 0) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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}
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}
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@ -1012,7 +1012,7 @@ void EnGeldB_SetupStunned(EnGeldB* this) {
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if (this->damageEffect == GELDB_DMG_FREEZE) {
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this->iceTimer = 36;
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}
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
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this->action = GELDB_STUNNED;
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EnGeldB_SetupAction(this, EnGeldB_Stunned);
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}
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@ -1046,7 +1046,7 @@ void EnGeldB_SetupDamaged(EnGeldB* this) {
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}
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this->lookTimer = 0;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GERUDOFT_DAMAGE);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_DAMAGE);
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this->action = GELDB_DAMAGED;
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EnGeldB_SetupAction(this, EnGeldB_Damaged);
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}
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@ -1090,7 +1090,7 @@ void EnGeldB_SetupJump(EnGeldB* this) {
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this->action = GELDB_JUMP;
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this->actor.speedXZ = 6.5f;
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this->actor.velocity.y = 15.0f;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STAL_JUMP);
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Actor_PlaySfx(&this->actor, NA_SE_EN_STAL_JUMP);
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this->actor.world.rot.y = this->actor.shape.rot.y;
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EnGeldB_SetupAction(this, EnGeldB_Jump);
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}
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@ -1304,10 +1304,10 @@ void EnGeldB_Sidestep(EnGeldB* this, PlayState* play) {
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if ((prevFrame != (s32)this->skelAnime.curFrame) &&
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(((beforeCurFrame < 0) && (((s32)absPlaySpeed + prevFrame) > 0)) ||
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((beforeCurFrame < 5) && (((s32)absPlaySpeed + prevFrame) > 5)))) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MUSI_LAND);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MUSI_LAND);
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}
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if ((play->gameplayFrames & 0x5F) == 0) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_BREATH);
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}
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}
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}
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@ -1323,7 +1323,7 @@ void EnGeldB_SetupDefeated(EnGeldB* this) {
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}
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this->action = GELDB_DEFEAT;
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this->actor.flags &= ~ACTOR_FLAG_0;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GERUDOFT_DEAD);
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Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_DEAD);
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EnGeldB_SetupAction(this, EnGeldB_Defeated);
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}
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@ -1338,7 +1338,7 @@ void EnGeldB_Defeated(EnGeldB* this, PlayState* play) {
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if (SkelAnime_Update(&this->skelAnime)) {
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EnGeldB_SetupFlee(this);
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} else if ((s32)this->skelAnime.curFrame == 10) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_DOWN);
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Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_DOWN);
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func_800F5B58();
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}
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}
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