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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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@ -615,7 +615,7 @@ void func_80A7A304(EnIn* this, PlayState* play) {
}
}
if (this->skelAnime.animation == &object_in_Anim_018C38 && this->skelAnime.curFrame == 20.0f) {
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_IN_CRY_0);
Actor_PlaySfx(&this->actor, NA_SE_VO_IN_CRY_0);
}
if (SkelAnime_Update(&this->skelAnime)) {
this->animationIdx %= 8;
@ -741,7 +741,7 @@ void func_80A7A940(EnIn* this, PlayState* play) {
if (this->unk_1EC != 0) {
this->unk_1EC--;
if (this->unk_1EC == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_IN_LOST);
Actor_PlaySfx(&this->actor, NA_SE_VO_IN_LOST);
}
}
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
@ -809,7 +809,7 @@ void func_80A7ABD4(EnIn* this, PlayState* play) {
if (this->unk_1EC != 0) {
this->unk_1EC--;
if (this->unk_1EC == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_IN_LOST);
Actor_PlaySfx(&this->actor, NA_SE_VO_IN_LOST);
}
}
}
@ -831,7 +831,7 @@ void func_80A7ABD4(EnIn* this, PlayState* play) {
return;
}
if (play->csCtx.frames == 44) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_RONRON_DOOR_CLOSE);
Actor_PlaySfx(&this->actor, NA_SE_EV_RONRON_DOOR_CLOSE);
}
Math_SmoothStepToF(&this->subCamAtOffset.x, 0.0f, 0.06f, 10000.0f, 0.0f);
Math_SmoothStepToF(&this->subCamAtOffset.y, 50.0f, 0.06f, 10000.0f, 0.0f);