1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-21 14:31:17 +00:00

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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
213 changed files with 1424 additions and 1414 deletions

View file

@ -436,7 +436,7 @@ void ObjSwitch_FloorPress(ObjSwitch* this, PlayState* play) {
this->dyna.actor.scale.y -= 99.0f / 2000.0f;
if (this->dyna.actor.scale.y <= 33.0f / 2000.0f) {
ObjSwitch_FloorDownInit(this);
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 120, 20, 10);
}
}
@ -496,7 +496,7 @@ void ObjSwitch_FloorRelease(ObjSwitch* this, PlayState* play) {
this->dyna.actor.scale.y += 99.0f / 2000.0f;
if (this->dyna.actor.scale.y >= 33.0f / 200.0f) {
ObjSwitch_FloorUpInit(this);
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
if (subType == OBJSWITCH_SUBTYPE_TOGGLE) {
Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 120, 20, 10);
}
@ -555,7 +555,7 @@ void ObjSwitch_EyeClosing(ObjSwitch* this, PlayState* play) {
this->eyeTexIndex++;
if (this->eyeTexIndex >= 3) {
ObjSwitch_EyeClosedInit(this);
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
}
}
}
@ -596,7 +596,7 @@ void ObjSwitch_EyeOpening(ObjSwitch* this, PlayState* play) {
this->eyeTexIndex--;
if (this->eyeTexIndex <= 0) {
ObjSwitch_EyeOpenInit(this);
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
}
}
}
@ -652,7 +652,7 @@ void ObjSwitch_CrystalTurnOn(ObjSwitch* this, PlayState* play) {
if (OBJSWITCH_SUBTYPE(&this->dyna.actor) == OBJSWITCH_SUBTYPE_TOGGLE) {
ObjSwitch_UpdateTwoTexScrollXY(this);
}
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_DIAMOND_SWITCH);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_DIAMOND_SWITCH);
}
}
@ -696,7 +696,7 @@ void ObjSwitch_CrystalTurnOff(ObjSwitch* this, PlayState* play) {
func_8005B198() == this->dyna.actor.category || this->cooldownTimer <= 0) {
ObjSwitch_CrystalOffInit(this);
ObjSwitch_UpdateTwoTexScrollXY(this);
Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_DIAMOND_SWITCH);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_DIAMOND_SWITCH);
}
}