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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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@ -238,7 +238,7 @@ void EnSsh_SetWaitAnimation(EnSsh* this) {
}
void EnSsh_SetReturnAnimation(EnSsh* this) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_UP);
Actor_PlaySfx(&this->actor, NA_SE_EN_STALTU_UP);
EnSsh_SetAnimation(this, SSH_ANIM_UP);
}
@ -303,8 +303,8 @@ s32 EnSsh_Damaged(EnSsh* this) {
if (this->swayTimer == 0) {
this->spinTimer = 30;
}
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_ROLL);
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_ST_ATTACK);
Actor_PlaySfx(&this->actor, NA_SE_EN_STALTU_ROLL);
Actor_PlaySfx(&this->actor, NA_SE_VO_ST_ATTACK);
return true;
}
}
@ -468,8 +468,8 @@ s32 EnSsh_CheckHitPlayer(EnSsh* this, PlayState* play) {
if (this->swayTimer == 0) {
this->spinTimer = this->hitTimer;
}
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_ROLL);
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_ST_ATTACK);
Actor_PlaySfx(&this->actor, NA_SE_EN_STALTU_ROLL);
Actor_PlaySfx(&this->actor, NA_SE_VO_ST_ATTACK);
play->damagePlayer(play, -8);
func_8002F71C(play, &this->actor, 4.0f, this->actor.yawTowardsPlayer, 6.0f);
this->hitCount--;
@ -515,8 +515,8 @@ s32 EnSsh_CheckHitBack(EnSsh* this, PlayState* play) {
this->hitCount++;
}
if (this->stunTimer == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_ST_DAMAGE);
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Actor_PlaySfx(&this->actor, NA_SE_VO_ST_DAMAGE);
}
EnSsh_SetStunned(this);
this->stateFlags |= SSH_STATE_STUNNED;
@ -532,8 +532,8 @@ s32 EnSsh_CollisionCheck(EnSsh* this, PlayState* play) {
} else if (play->actorCtx.unk_02 != 0) {
this->invincibilityTimer = 8;
if (this->stunTimer == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_ST_DAMAGE);
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
Actor_PlaySfx(&this->actor, NA_SE_VO_ST_DAMAGE);
}
EnSsh_SetStunned(this);
this->stateFlags |= SSH_STATE_STUNNED;
@ -689,7 +689,7 @@ void EnSsh_Idle(EnSsh* this, PlayState* play) {
EnSsh_SetupAction(this, EnSsh_Return);
} else {
if (DECR(this->sfxTimer) == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_LAUGH);
Actor_PlaySfx(&this->actor, NA_SE_EN_STALTU_LAUGH);
this->sfxTimer = 64;
}
EnSsh_Bob(this, play);
@ -748,7 +748,7 @@ void EnSsh_Drop(EnSsh* this, PlayState* play) {
EnSsh_SetLandAnimation(this);
EnSsh_SetupAction(this, EnSsh_Land);
} else if (DECR(this->sfxTimer) == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_STALTU_DOWN);
Actor_PlaySfx(&this->actor, NA_SE_EN_STALTU_DOWN);
this->sfxTimer = 3;
}
}