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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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@ -356,7 +356,7 @@ void EnTa_WakeUp(EnTa* this, PlayState* play) {
this->timer = 60;
Animation_PlayOnce(&this->skelAnime, &gTalonWakeUpAnim);
this->currentAnimation = &gTalonStandAnim;
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_TA_SURPRISE);
Actor_PlaySfx(&this->actor, NA_SE_VO_TA_SURPRISE);
}
}
@ -431,7 +431,7 @@ void EnTa_RunWithAccelerationAndSfx(EnTa* this, PlayState* play) {
s32 framesMod12 = (s32)play->state.frames % 12;
if (framesMod12 == 0 || framesMod12 == 6) {
Audio_PlayActorSfx2(&this->actor, NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_DIRT);
Actor_PlaySfx(&this->actor, NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_DIRT);
}
if (this->actor.speedXZ < 6.0f) {
this->actor.speedXZ += 0.4f;
@ -500,7 +500,7 @@ void EnTa_RunAwayStart(EnTa* this, PlayState* play) {
this->actor.shape.rot.y -= 0xC00;
if (this->timer == 0) {
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_TA_CRY_1);
Actor_PlaySfx(&this->actor, NA_SE_VO_TA_CRY_1);
EnTa_SetupAction(this, EnTa_RunAwayRunSouth, EnTa_AnimRepeatCurrent);
this->timer = 65;
this->actor.flags |= ACTOR_FLAG_4;
@ -774,13 +774,13 @@ void EnTa_RunCuccoGame(EnTa* this, PlayState* play) {
case 2:
// One cucco remaining
this->actor.textId = 0x2083;
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_TA_CRY_1);
Actor_PlaySfx(&this->actor, NA_SE_VO_TA_CRY_1);
break;
case 3:
// Two cuccos remaining
this->actor.textId = 0x2082;
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_TA_SURPRISE);
Actor_PlaySfx(&this->actor, NA_SE_VO_TA_SURPRISE);
break;
}
this->actionFunc = EnTa_IdleFoundSuperCucco;
@ -1091,7 +1091,7 @@ void EnTa_IdleSittingInLonLonHouse(EnTa* this, PlayState* play) {
EnTa_SetTextForTalkInLonLonHouse(this, play);
if (EnTa_RequestTalk(this, play, this->actor.textId)) {
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_TA_SURPRISE);
Actor_PlaySfx(&this->actor, NA_SE_VO_TA_SURPRISE);
if (faceReaction != 0) {
EnTa_SetupActionWithWakeUpAnimation(this, EnTa_TalkGeneralInLonLonHouse);
@ -1188,7 +1188,7 @@ void EnTa_AnimRepeatCurrent(EnTa* this) {
void EnTa_AnimSleeping(EnTa* this) {
if (SkelAnime_Update(&this->skelAnime)) {
Animation_PlayOnce(&this->skelAnime, this->currentAnimation);
Audio_PlayActorSfx2(&this->actor, NA_SE_VO_TA_SLEEP);
Actor_PlaySfx(&this->actor, NA_SE_VO_TA_SLEEP);
}
this->stateFlags |= TALON_STATE_FLAG_SUPPRESS_ROCKING_ANIM | TALON_STATE_FLAG_SUPPRESS_BLINK;
}