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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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@ -141,7 +141,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
GND_BOSSROOM_CENTER_Z + 308.0f, 0, 0, 0, DOORSHUTTER_PARAMS(SHUTTER_PG_BARS, 0));
}
if (this->timers[0] == 51) {
Audio_PlayActorSfx2(this->actor.child, NA_SE_EV_SPEAR_FENCE);
Actor_PlaySfx(this->actor.child, NA_SE_EV_SPEAR_FENCE);
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_BOSS);
}
if (this->timers[0] == 0) {
@ -180,7 +180,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
GND_BOSSROOM_CENTER_Z + 308.0f, 0, 0, 0, DOORSHUTTER_PARAMS(SHUTTER_PG_BARS, 0));
}
if (this->timers[0] == 21) {
Audio_PlayActorSfx2(this->actor.child, NA_SE_EV_SPEAR_FENCE);
Actor_PlaySfx(this->actor.child, NA_SE_EV_SPEAR_FENCE);
}
if (this->timers[0] == 0) {
this->cutsceneState = INTRO_BACK;
@ -189,7 +189,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
break;
case INTRO_BACK:
if (this->timers[0] == 25) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_HORSE_GROAN);
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_HORSE_GROAN);
}
if (this->timers[0] == 20) {
func_8002DF54(play, &this->actor, PLAYER_CSMODE_9);
@ -219,7 +219,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
Math_ApproachF(&this->subCamAt.z, GND_BOSSROOM_CENTER_Z - 65.0f, 0.1f, this->subCamVelFactor * 40.0f);
Math_ApproachF(&this->subCamVelFactor, 1.0f, 1.0f, 0.05f);
if (this->timers[0] == 5) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_HORSE_SANDDUST);
Actor_PlaySfx(&this->actor, NA_SE_EV_HORSE_SANDDUST);
}
if (this->timers[0] == 0) {
this->cutsceneState = INTRO_CUT;
@ -260,16 +260,16 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
if ((this->timers[0] == 245) || (this->timers[0] == 3)) {
Animation_MorphToPlayOnce(&this->skin.skelAnime, &gPhantomHorseRearingAnim, -8.0f);
this->bossGndSignal = FHG_REAR;
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_HORSE_NEIGH);
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_HORSE_NEIGH);
if (this->timers[0] == 3) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_VOICE);
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_VOICE);
}
}
if (this->timers[0] == 192) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_HORSE_SANDDUST);
Actor_PlaySfx(&this->actor, NA_SE_EV_HORSE_SANDDUST);
}
if (this->timers[0] == 212) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_HORSE_LAND2);
Actor_PlaySfx(&this->actor, NA_SE_EV_HORSE_LAND2);
Animation_Change(&this->skin.skelAnime, &gPhantomHorseIdleAnim, 0.3f, 0.0f, 5.0f, ANIMMODE_LOOP_INTERP,
-10.0f);
}
@ -343,8 +343,8 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
Animation_Change(&this->skin.skelAnime, &gPhantomHorseLeapAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gPhantomHorseLeapAnim), ANIMMODE_ONCE_INTERP, -4.0f);
this->bossGndSignal = FHG_SPUR;
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_VOICE);
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_HORSE_NEIGH);
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_VOICE);
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_HORSE_NEIGH);
}
break;
case INTRO_RETREAT:
@ -355,7 +355,7 @@ void EnfHG_Intro(EnfHG* this, PlayState* play) {
}
if (this->timers[0] == 170) {
func_8002DF54(play, &this->actor, PLAYER_CSMODE_8);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_MASIC2);
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_MASIC2);
}
Math_ApproachF(&this->subCamEye.z, this->subCamPanZ + (GND_BOSSROOM_CENTER_Z + 100.0f), 0.1f,
this->subCamVelFactor * 1.5f);
@ -484,7 +484,7 @@ void EnfHG_Approach(EnfHG* this, PlayState* play) {
this->turnTarget = -0x8000;
} else {
this->actionFunc = EnfHG_Attack;
Audio_PlayActorSfx2(&this->actor, NA_SE_EV_GANON_HORSE_NEIGH);
Actor_PlaySfx(&this->actor, NA_SE_EV_GANON_HORSE_NEIGH);
this->timers[0] = 40;
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_FHG_FIRE, this->actor.world.pos.x,
this->actor.world.pos.y + 50.0f, this->actor.world.pos.z, 0,
@ -515,8 +515,8 @@ void EnfHG_Attack(EnfHG* this, PlayState* play) {
Math_ApproachF(&this->warpColorFilterB, play->lightCtx.fogColor[0], 1.0f, 10.0f);
Math_ApproachF(&this->warpColorFilterUnk1, 0.0f, 1.0f, 5.0f);
if (this->timers[1] == 29) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_MASIC2);
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_VOICE);
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_MASIC2);
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_VOICE);
}
if (this->hitTimer == 0) {
if (this->timers[1] == 24) {
@ -645,7 +645,7 @@ void EnfHG_Retreat(EnfHG* this, PlayState* play) {
Math_ApproachF(&this->actor.world.pos.y, 200.0f, 0.05f, 1.0f);
this->actor.scale.y = this->actor.scale.x;
if ((this->timers[0] == 80) && (this->actor.params == GND_REAL_BOSS)) {
Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FANTOM_LAUGH);
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_LAUGH);
}
if (this->timers[0] == 0) {
BossGanondrof* bossGnd = (BossGanondrof*)this->actor.parent;