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Name variables for Audio_PlaySoundGeneral (#1198)
* Rename variables and function * Improve comment * PR Suggestion * PR Suggestions * Revert back to `Audio_PlaySoundGeneral`, make a separate PR `Sound` -> `Sfx` * Oops, fixed that
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1e03b662f2
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98 changed files with 1026 additions and 721 deletions
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@ -180,8 +180,8 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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}
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}
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this->timer = 0;
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Audio_PlaySoundGeneral(NA_SE_IT_ARROW_STICK_CRE, &this->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
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&D_801333E8);
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Audio_PlaySoundGeneral(NA_SE_IT_ARROW_STICK_CRE, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (DECR(this->timer) == 0) {
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grabbed = this->grabbed;
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if (grabbed != NULL) {
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@ -274,12 +274,12 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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}
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}
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func_80865044(this);
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Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_STICK_OBJ, &this->actor.projectedPos, 4, &D_801333E0,
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&D_801333E0, &D_801333E8);
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Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_STICK_OBJ, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else {
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CollisionCheck_SpawnShieldParticlesMetal(globalCtx, &this->actor.world.pos);
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Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_REFLECT, &this->actor.projectedPos, 4, &D_801333E0,
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&D_801333E0, &D_801333E8);
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Audio_PlaySoundGeneral(NA_SE_IT_HOOKSHOT_REFLECT, &this->actor.projectedPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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} else if (CHECK_BTN_ANY(globalCtx->state.input[0].press.button,
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(BTN_A | BTN_B | BTN_R | BTN_CUP | BTN_CLEFT | BTN_CRIGHT | BTN_CDOWN))) {
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