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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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@ -484,7 +484,7 @@ void EnMb_SetupSpearPrepareAndCharge(EnMb* this) {
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this->state = ENMB_STATE_ATTACK;
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this->actor.speedXZ = 0.0f;
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this->timer3 = (s16)frameCount + 6;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_SPEAR_AT);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_SPEAR_AT);
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if (this->actor.params == ENMB_TYPE_SPEAR_GUARD) {
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EnMb_SetupAction(this, EnMb_SpearGuardPrepareAndCharge);
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} else {
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@ -494,7 +494,7 @@ void EnMb_SetupSpearPrepareAndCharge(EnMb* this) {
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void EnMb_SetupSpearPatrolImmediateCharge(EnMb* this) {
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Animation_PlayLoop(&this->skelAnime, &gEnMbSpearChargeAnim);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_ATTACK);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_ATTACK);
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this->attack = ENMB_ATTACK_SPEAR;
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this->state = ENMB_STATE_ATTACK;
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this->timer3 = 3;
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@ -527,7 +527,7 @@ void EnMb_SetupSpearEndChargeQuick(EnMb* this) {
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this->state = ENMB_STATE_ATTACK_END;
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this->timer1 = 0;
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this->timer3 = 5;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_SLIDE);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_SLIDE);
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EnMb_SetupAction(this, EnMb_SpearEndChargeQuick);
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}
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@ -539,7 +539,7 @@ void EnMb_SetupSpearPatrolEndCharge(EnMb* this) {
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this->timer3 = 50;
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this->actor.speedXZ = -8.0f;
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this->actor.velocity.y = 6.0f;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_SLIDE);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_SLIDE);
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EnMb_SetupAction(this, EnMb_SpearPatrolEndCharge);
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}
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@ -557,7 +557,7 @@ void EnMb_SetupClubDamaged(EnMb* this) {
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this->state = ENMB_STATE_CLUB_KNEELING;
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this->timer1 = 0;
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this->timer3 = 20;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_DEAD);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_DEAD);
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EnMb_SetupAction(this, EnMb_ClubDamaged);
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}
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@ -579,7 +579,7 @@ void EnMb_SetupClubDead(EnMb* this) {
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this->hitbox.dim.radius = 95;
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this->timer1 = 30;
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this->actor.speedXZ = 0.0f;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_DEAD);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_DEAD);
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EnMb_SetupAction(this, EnMb_ClubDead);
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}
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@ -593,7 +593,7 @@ void EnMb_SetupStunned(EnMb* this) {
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if (this->actor.params != ENMB_TYPE_CLUB) {
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Animation_PlayOnceSetSpeed(&this->skelAnime, &gEnMbSpearDamagedFromFrontAnim, 0.0f);
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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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}
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EnMb_SetupAction(this, EnMb_Stunned);
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}
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@ -664,7 +664,7 @@ void EnMb_SpearPatrolTurnTowardsWaypoint(EnMb* this, PlayState* play) {
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relYawFromPlayer = this->actor.shape.rot.y - this->actor.yawTowardsPlayer;
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if (ABS(relYawFromPlayer) <= 0x4000 || (func_8002DDE4(play) && this->actor.xzDistToPlayer < 160.0f)) {
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EnMb_FindWaypointTowardsPlayer(this, play);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_VOICE);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_VOICE);
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EnMb_SetupSpearPrepareAndCharge(this);
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}
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}
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@ -689,7 +689,7 @@ void EnMb_SpearEndChargeQuick(EnMb* this, PlayState* play) {
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Animation_GetLastFrame(&gEnMbSpearPrepareChargeAnim), 0.0f, ANIMMODE_ONCE, 0.0f);
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this->timer1 = 1;
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this->actor.speedXZ = 0.0f;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_SPEAR_NORM);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_SPEAR_NORM);
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}
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} else {
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if (this->actor.params <= ENMB_TYPE_SPEAR_GUARD) {
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@ -746,7 +746,7 @@ void EnMb_SpearPatrolEndCharge(EnMb* this, PlayState* play) {
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Animation_Change(&this->skelAnime, &gEnMbSpearPrepareChargeAnim, -1.0f, lastFrame, 0.0f,
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ANIMMODE_ONCE, 0.0f);
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this->actor.speedXZ = 0.0f;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_SPEAR_NORM);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_SPEAR_NORM);
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}
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} else {
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if (this->actor.xzDistToPlayer <= 160.0f) {
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@ -792,7 +792,7 @@ void EnMb_SpearGuardPrepareAndCharge(EnMb* this, PlayState* play) {
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if (SkelAnime_Update(&this->skelAnime)) {
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Animation_PlayLoop(&this->skelAnime, &gEnMbSpearChargeAnim);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_ATTACK);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_ATTACK);
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}
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if (this->timer3 != 0) {
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@ -804,7 +804,7 @@ void EnMb_SpearGuardPrepareAndCharge(EnMb* this, PlayState* play) {
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Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 5.0f, 3, 4.0f, 100, 15, false);
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if (prevFrame != (s32)this->skelAnime.curFrame &&
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((s32)this->skelAnime.curFrame == 2 || (s32)this->skelAnime.curFrame == 6)) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_DASH);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_DASH);
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}
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}
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@ -857,7 +857,7 @@ void EnMb_ClubAttack(EnMb* this, PlayState* play) {
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} else {
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effSpawnPos = this->effSpawnPos;
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effSpawnPos.y = this->actor.floorHeight;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MONBLIN_HAM_LAND);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MONBLIN_HAM_LAND);
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Rumble_Request(this->actor.xzDistToPlayer, 255, 20, 150);
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EffectSsBlast_SpawnWhiteShockwave(play, &effSpawnPos, &effWhiteShockwaveDynamics,
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&effWhiteShockwaveDynamics);
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@ -869,10 +869,10 @@ void EnMb_ClubAttack(EnMb* this, PlayState* play) {
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}
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} else {
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if (this->timer3 != 0 && this->skelAnime.curFrame == 6.0f) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MONBLIN_HAM_UP);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MONBLIN_HAM_UP);
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} else if (this->timer3 == 0 && this->skelAnime.curFrame == 3.0f) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MONBLIN_HAM_DOWN);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MONBLIN_HAM_DOWN);
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}
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}
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}
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@ -889,7 +889,7 @@ void EnMb_SpearPatrolPrepareAndCharge(EnMb* this, PlayState* play) {
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prevFrame = (s32)this->skelAnime.curFrame;
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if (SkelAnime_Update(&this->skelAnime)) {
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Animation_PlayLoop(&this->skelAnime, &gEnMbSpearChargeAnim);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_ATTACK);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_ATTACK);
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}
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if (this->timer3 != 0) {
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@ -902,7 +902,7 @@ void EnMb_SpearPatrolPrepareAndCharge(EnMb* this, PlayState* play) {
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Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 5.0f, 3, 4.0f, 100, 15, false);
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if (prevFrame != (s32)this->skelAnime.curFrame &&
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((s32)this->skelAnime.curFrame == 2 || (s32)this->skelAnime.curFrame == 6)) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_DASH);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_DASH);
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}
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}
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@ -918,7 +918,7 @@ void EnMb_SpearPatrolPrepareAndCharge(EnMb* this, PlayState* play) {
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}
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}
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if (!(this->attackCollider.base.atFlags & AT_BOUNCED)) {
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Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
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Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
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}
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if (play->grabPlayer(play, player)) {
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player->actor.parent = &this->actor;
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@ -972,7 +972,7 @@ void EnMb_SpearPatrolImmediateCharge(EnMb* this, PlayState* play) {
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Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 5.0f, 3, 4.0f, 100, 15, false);
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if (prevFrame != (s32)this->skelAnime.curFrame &&
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((s32)this->skelAnime.curFrame == 2 || (s32)this->skelAnime.curFrame == 6)) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_DASH);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_DASH);
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}
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if (this->attackCollider.base.atFlags & AT_HIT) {
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@ -987,7 +987,7 @@ void EnMb_SpearPatrolImmediateCharge(EnMb* this, PlayState* play) {
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}
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}
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if (!(this->attackCollider.base.atFlags & AT_BOUNCED)) {
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Audio_PlayActorSfx2(&player->actor, NA_SE_PL_BODY_HIT);
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Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
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}
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if (play->grabPlayer(play, player)) {
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player->actor.parent = &this->actor;
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@ -1104,7 +1104,7 @@ void EnMb_ClubDead(EnMb* this, PlayState* play) {
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} else if ((s32)this->skelAnime.curFrame == 15 || (s32)this->skelAnime.curFrame == 22) {
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Rumble_Request(this->actor.xzDistToPlayer, 255, 20, 150);
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Actor_SpawnFloorDustRing(play, &this->actor, &effPos, 50.0f, 10, 3.0f, 400, 60, false);
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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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Camera_RequestQuake(&play->mainCamera, 2, 25, 5);
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}
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}
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@ -1151,7 +1151,7 @@ void EnMb_SpearGuardWalk(EnMb* this, PlayState* play) {
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this->timer3--;
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}
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if (this->timer2 == 0) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_VOICE);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_VOICE);
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}
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this->timer1--;
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if (this->timer1 == 0) {
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@ -1167,7 +1167,7 @@ void EnMb_SpearGuardWalk(EnMb* this, PlayState* play) {
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if (prevFrame != (s32)this->skelAnime.curFrame) {
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if ((beforeCurFrame <= 1 && prevFrame + (s32)playSpeedAbs >= 1) ||
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(beforeCurFrame <= 20 && prevFrame + (s32)playSpeedAbs >= 20)) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_WALK);
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}
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}
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@ -1197,7 +1197,7 @@ void EnMb_SpearPatrolWalkTowardsWaypoint(EnMb* this, PlayState* play) {
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relYawTowardsPlayer = (this->actor.shape.rot.y - this->actor.yawTowardsPlayer);
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if (ABS(relYawTowardsPlayer) <= 0x4000 || (func_8002DDE4(play) && this->actor.xzDistToPlayer < 160.0f)) {
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EnMb_FindWaypointTowardsPlayer(this, play);
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_VOICE);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_VOICE);
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EnMb_SetupSpearPrepareAndCharge(this);
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return;
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}
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@ -1210,7 +1210,7 @@ void EnMb_SpearPatrolWalkTowardsWaypoint(EnMb* this, PlayState* play) {
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this->timer3--;
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}
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if (this->timer2 == 0) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_VOICE);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_VOICE);
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this->timer2 = Rand_S16Offset(30, 70);
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}
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@ -1222,7 +1222,7 @@ void EnMb_SpearPatrolWalkTowardsWaypoint(EnMb* this, PlayState* play) {
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if (prevFrame != (s32)this->skelAnime.curFrame) {
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if ((beforeCurFrame <= 1 && (s32)playSpeedABS + prevFrame >= 1) ||
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(beforeCurFrame <= 20 && (s32)playSpeedABS + prevFrame >= 20)) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_WALK);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_WALK);
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}
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}
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@ -1255,7 +1255,7 @@ void EnMb_SetupSpearDamaged(EnMb* this) {
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this->timer1 = 30;
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this->state = ENMB_STATE_SPEAR_SPEARPATH_DAMAGED;
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this->actor.shape.rot.y = this->actor.world.rot.y;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_DEAD);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_DEAD);
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EnMb_SetupAction(this, EnMb_SpearDamaged);
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}
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@ -1285,7 +1285,7 @@ void EnMb_SetupSpearDead(EnMb* this) {
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this->actor.world.rot.y = this->actor.shape.rot.y;
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this->timer1 = 30;
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this->state = ENMB_STATE_SPEAR_SPEARPATH_DAMAGED;
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_MORIBLIN_DEAD);
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Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_DEAD);
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this->actor.flags &= ~ACTOR_FLAG_0;
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EnMb_SetupAction(this, EnMb_SpearDead);
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}
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