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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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@ -288,7 +288,7 @@ void EnRd_Idle(EnRd* this, PlayState* play) {
}
if ((play->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_CRY);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_CRY);
}
}
@ -313,7 +313,7 @@ void EnRd_RiseFromCoffin(EnRd* this, PlayState* play) {
}
} else {
if (this->actor.world.pos.y == this->actor.home.pos.y) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_CRY);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_CRY);
}
if (Math_SmoothStepToF(&this->actor.world.pos.y, this->actor.home.pos.y + 50.0f, 0.3f, 2.0f, 0.3f) == 0.0f) {
@ -367,7 +367,7 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) {
}
this->playerStunWaitTimer = 60;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_AIM);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_AIM);
}
} else {
EnRd_SetupWalkToHome(this, play);
@ -394,9 +394,9 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) {
}
if ((this->skelAnime.curFrame == 10.0f) || (this->skelAnime.curFrame == 22.0f)) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_WALK);
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_WALK);
} else if ((play->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_CRY);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_CRY);
}
}
@ -445,9 +445,9 @@ void EnRd_WalkToHome(EnRd* this, PlayState* play) {
}
if (this->skelAnime.curFrame == 10.0f || this->skelAnime.curFrame == 22.0f) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_WALK);
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_WALK);
} else if ((play->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_CRY);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_CRY);
}
}
@ -497,9 +497,9 @@ void EnRd_WalkToParent(EnRd* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (this->skelAnime.curFrame == 10.0f || this->skelAnime.curFrame == 22.0f) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_WALK);
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_WALK);
} else if ((play->gameplayFrames & 0x5F) == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_CRY);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_CRY);
}
}
@ -555,7 +555,7 @@ void EnRd_Grab(EnRd* this, PlayState* play) {
Math_SmoothStepToS(&this->actor.shape.rot.y, player->actor.shape.rot.y, 1, 0x1770, 0);
if (this->skelAnime.curFrame == 0.0f) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_ATTACK);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_ATTACK);
}
this->grabDamageTimer--;
@ -563,7 +563,7 @@ void EnRd_Grab(EnRd* this, PlayState* play) {
play->damagePlayer(play, -8);
Rumble_Request(this->actor.xzDistToPlayer, 240, 1, 12);
this->grabDamageTimer = 20;
func_8002F7DC(&player->actor, NA_SE_VO_LI_DAMAGE_S + player->ageProperties->unk_92);
Player_PlaySfx(player, NA_SE_VO_LI_DAMAGE_S + player->ageProperties->unk_92);
}
break;
@ -607,7 +607,7 @@ void EnRd_AttemptPlayerFreeze(EnRd* this, PlayState* play) {
func_8008EEAC(play, &this->actor);
}
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_AIM);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_AIM);
EnRd_SetupWalkToPlayer(this, play);
}
}
@ -649,7 +649,7 @@ void EnRd_SetupDamaged(EnRd* this) {
}
this->actor.flags |= ACTOR_FLAG_0;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_DAMAGE);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_DAMAGE);
this->action = REDEAD_ACTION_DAMAGED;
EnRd_SetupAction(this, EnRd_Damaged);
}
@ -685,7 +685,7 @@ void EnRd_SetupDead(EnRd* this) {
this->timer = 300;
this->actor.flags &= ~ACTOR_FLAG_0;
this->actor.speedXZ = 0.0f;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_REDEAD_DEAD);
Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_DEAD);
EnRd_SetupAction(this, EnRd_Dead);
}
@ -717,7 +717,7 @@ void EnRd_Dead(EnRd* this, PlayState* play) {
this->timer--;
}
} else if (((s32)this->skelAnime.curFrame == 33) || ((s32)this->skelAnime.curFrame == 40)) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_RIZA_DOWN);
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_DOWN);
}
}
@ -728,13 +728,13 @@ void EnRd_SetupStunned(EnRd* this) {
if (gSaveContext.sunsSongState != SUNSSONG_INACTIVE) {
this->stunnedBySunsSong = true;
this->sunsSongStunTimer = 600;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT);
Actor_PlaySfx(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT);
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_GRAY, COLORFILTER_INTENSITY_FLAG | 200,
COLORFILTER_BUFFLAG_OPA, 255);
} else if (this->damageEffect == REDEAD_DMGEFF_HOOKSHOT) {
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 200, COLORFILTER_BUFFLAG_OPA, 80);
} else {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT);
Actor_PlaySfx(&this->actor, NA_SE_EN_LIGHT_ARROW_HIT);
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_GRAY, 200, COLORFILTER_BUFFLAG_OPA, 80);
}