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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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@ -207,7 +207,7 @@ void EnRr_Destroy(Actor* thisx, PlayState* play) {
void EnRr_SetSpeed(EnRr* this, f32 speed) {
this->actor.speedXZ = speed;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_WALK);
Actor_PlaySfx(&this->actor, NA_SE_EN_LIKE_WALK);
}
void EnRr_SetupReach(EnRr* this) {
@ -225,7 +225,7 @@ void EnRr_SetupReach(EnRr* this) {
this->bodySegs[i].rotTarget.z = 0.0f;
}
this->actionFunc = EnRr_Reach;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_UNARI);
Actor_PlaySfx(&this->actor, NA_SE_EN_LIKE_UNARI);
}
void EnRr_SetupNeutral(EnRr* this) {
@ -266,7 +266,7 @@ void EnRr_SetupGrabPlayer(EnRr* this, Player* player) {
this->bodySegs[i].scaleTarget.x = this->bodySegs[i].scaleTarget.z = 1.0f;
}
this->actionFunc = EnRr_GrabPlayer;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_DRINK);
Actor_PlaySfx(&this->actor, NA_SE_EN_LIKE_DRINK);
}
u8 EnRr_GetMessage(u8 shield, u8 tunic) {
@ -325,7 +325,7 @@ void EnRr_SetupReleasePlayer(EnRr* this, PlayState* play) {
func_8002F6D4(play, &this->actor, 4.0f, this->actor.shape.rot.y, 12.0f, 8);
if (this->actor.colorFilterTimer == 0) {
this->actionFunc = EnRr_Approach;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_THROW);
Actor_PlaySfx(&this->actor, NA_SE_EN_LIKE_THROW);
} else if (this->actor.colChkInfo.health != 0) {
EnRr_SetupDamage(this);
} else {
@ -348,7 +348,7 @@ void EnRr_SetupDamage(EnRr* this) {
this->bodySegs[i].scaleTarget.x = this->bodySegs[i].scaleTarget.z = 1.0f;
}
this->actionFunc = EnRr_Damage;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_DAMAGE);
Actor_PlaySfx(&this->actor, NA_SE_EN_LIKE_DAMAGE);
}
void EnRr_SetupApproach(EnRr* this) {
@ -378,7 +378,7 @@ void EnRr_SetupDeath(EnRr* this) {
this->bodySegs[i].rotTarget.x = this->bodySegs[i].rotTarget.z = 0.0f;
}
this->actionFunc = EnRr_Death;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_DEAD);
Actor_PlaySfx(&this->actor, NA_SE_EN_LIKE_DEAD);
this->actor.flags &= ~ACTOR_FLAG_0;
}
@ -494,7 +494,7 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
EnRr_SetupStunned(this);
return;
case RR_DMG_STUN: // Boomerang and Hookshot
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_XLU, 80);
EnRr_SetupStunned(this);
return;
@ -626,7 +626,7 @@ void EnRr_GrabPlayer(EnRr* this, PlayState* play) {
Rumble_Request(this->actor.xyzDistToPlayerSq, 120, 2, 120);
if ((this->frameCount % 8) == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_LIKE_EAT);
Actor_PlaySfx(&this->actor, NA_SE_EN_LIKE_EAT);
}
this->ocTimer = 8;
if ((this->grabTimer == 0) || !(player->stateFlags2 & PLAYER_STATE2_7)) {