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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:
parent
f181c2f10e
commit
be22b836f6
213 changed files with 1424 additions and 1414 deletions
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@ -436,7 +436,7 @@ void ObjSwitch_FloorPress(ObjSwitch* this, PlayState* play) {
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this->dyna.actor.scale.y -= 99.0f / 2000.0f;
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if (this->dyna.actor.scale.y <= 33.0f / 2000.0f) {
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ObjSwitch_FloorDownInit(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 120, 20, 10);
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}
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}
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@ -496,7 +496,7 @@ void ObjSwitch_FloorRelease(ObjSwitch* this, PlayState* play) {
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this->dyna.actor.scale.y += 99.0f / 2000.0f;
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if (this->dyna.actor.scale.y >= 33.0f / 200.0f) {
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ObjSwitch_FloorUpInit(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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if (subType == OBJSWITCH_SUBTYPE_TOGGLE) {
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Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 120, 20, 10);
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}
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@ -555,7 +555,7 @@ void ObjSwitch_EyeClosing(ObjSwitch* this, PlayState* play) {
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this->eyeTexIndex++;
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if (this->eyeTexIndex >= 3) {
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ObjSwitch_EyeClosedInit(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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}
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}
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}
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@ -596,7 +596,7 @@ void ObjSwitch_EyeOpening(ObjSwitch* this, PlayState* play) {
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this->eyeTexIndex--;
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if (this->eyeTexIndex <= 0) {
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ObjSwitch_EyeOpenInit(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FOOT_SWITCH);
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}
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}
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}
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@ -652,7 +652,7 @@ void ObjSwitch_CrystalTurnOn(ObjSwitch* this, PlayState* play) {
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if (OBJSWITCH_SUBTYPE(&this->dyna.actor) == OBJSWITCH_SUBTYPE_TOGGLE) {
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ObjSwitch_UpdateTwoTexScrollXY(this);
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}
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_DIAMOND_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_DIAMOND_SWITCH);
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}
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}
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@ -696,7 +696,7 @@ void ObjSwitch_CrystalTurnOff(ObjSwitch* this, PlayState* play) {
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func_8005B198() == this->dyna.actor.category || this->cooldownTimer <= 0) {
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ObjSwitch_CrystalOffInit(this);
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ObjSwitch_UpdateTwoTexScrollXY(this);
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Audio_PlayActorSfx2(&this->dyna.actor, NA_SE_EV_DIAMOND_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_DIAMOND_SWITCH);
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}
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}
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