mirror of https://github.com/zeldaret/mm.git
Use proper sequence names in certain actors (#1241)
* Use proper sequence names in certain actors * Fix z_en_jgame_tsn too * func_801A1FB4 enums
This commit is contained in:
parent
cc6cc8da96
commit
7bdbca10a5
|
@ -2656,11 +2656,11 @@ void func_800B9D1C(Actor* actor) {
|
||||||
if (sfxId) {}
|
if (sfxId) {}
|
||||||
|
|
||||||
if (actor->audioFlags & 0x40) {
|
if (actor->audioFlags & 0x40) {
|
||||||
func_801A1FB4(3, &actor->projectedPos, NA_BGM_MUSIC_BOX_HOUSE, 1500.0f);
|
func_801A1FB4(SEQ_PLAYER_BGM_SUB, &actor->projectedPos, NA_BGM_MUSIC_BOX_HOUSE, 1500.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (actor->audioFlags & 0x20) {
|
if (actor->audioFlags & 0x20) {
|
||||||
func_801A1FB4(0, &actor->projectedPos, NA_BGM_KAMARO_DANCE, 900.0f);
|
func_801A1FB4(SEQ_PLAYER_BGM_MAIN, &actor->projectedPos, NA_BGM_KAMARO_DANCE, 900.0f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -355,7 +355,7 @@ void func_80B0FD8C(EnGb2* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_80B0FE18(PlayState* play) {
|
void func_80B0FE18(PlayState* play) {
|
||||||
func_800FD750(0x38);
|
func_800FD750(NA_BGM_MINI_BOSS);
|
||||||
play->nextEntrance = ENTRANCE(GHOST_HUT, 1);
|
play->nextEntrance = ENTRANCE(GHOST_HUT, 1);
|
||||||
play->transitionType = TRANS_TYPE_64;
|
play->transitionType = TRANS_TYPE_64;
|
||||||
gSaveContext.nextTransitionType = TRANS_TYPE_64;
|
gSaveContext.nextTransitionType = TRANS_TYPE_64;
|
||||||
|
|
|
@ -284,7 +284,7 @@ void func_80C1410C(EnJgameTsn* this, PlayState* play) {
|
||||||
Player* player = GET_PLAYER(play);
|
Player* player = GET_PLAYER(play);
|
||||||
|
|
||||||
player->stateFlags1 |= PLAYER_STATE1_20;
|
player->stateFlags1 |= PLAYER_STATE1_20;
|
||||||
Audio_PlaySubBgm(0x25);
|
Audio_PlaySubBgm(NA_BGM_TIMED_MINI_GAME);
|
||||||
play->interfaceCtx.minigameState = MINIGAME_STATE_COUNTDOWN_SETUP_3;
|
play->interfaceCtx.minigameState = MINIGAME_STATE_COUNTDOWN_SETUP_3;
|
||||||
Interface_InitMinigame(play);
|
Interface_InitMinigame(play);
|
||||||
SET_WEEKEVENTREG(WEEKEVENTREG_90_20);
|
SET_WEEKEVENTREG(WEEKEVENTREG_90_20);
|
||||||
|
|
|
@ -446,7 +446,7 @@ void func_80BFC078(EnRz* this, PlayState* play) {
|
||||||
sp28.x = this->actor.projectedPos.x;
|
sp28.x = this->actor.projectedPos.x;
|
||||||
sp28.y = this->actor.projectedPos.y;
|
sp28.y = this->actor.projectedPos.y;
|
||||||
sp28.z = this->actor.projectedPos.z;
|
sp28.z = this->actor.projectedPos.z;
|
||||||
func_801A1FB4(3, &sp28, NA_BGM_ROSA_SISTERS, 900.0f);
|
func_801A1FB4(SEQ_PLAYER_BGM_SUB, &sp28, NA_BGM_ROSA_SISTERS, 900.0f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -547,7 +547,7 @@ void func_80BFC3F8(EnRz* this, PlayState* play) {
|
||||||
bgmPos.x = this->actor.projectedPos.x;
|
bgmPos.x = this->actor.projectedPos.x;
|
||||||
bgmPos.y = this->actor.projectedPos.y;
|
bgmPos.y = this->actor.projectedPos.y;
|
||||||
bgmPos.z = this->actor.projectedPos.z;
|
bgmPos.z = this->actor.projectedPos.z;
|
||||||
func_801A1FB4(3, &bgmPos, NA_BGM_ROSA_SISTERS, 900.0f);
|
func_801A1FB4(SEQ_PLAYER_BGM_SUB, &bgmPos, NA_BGM_ROSA_SISTERS, 900.0f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -588,7 +588,7 @@ void func_80BA0728(EnZob* this, PlayState* play) {
|
||||||
sp28.x = this->actor.projectedPos.x;
|
sp28.x = this->actor.projectedPos.x;
|
||||||
sp28.y = this->actor.projectedPos.y;
|
sp28.y = this->actor.projectedPos.y;
|
||||||
sp28.z = this->actor.projectedPos.z;
|
sp28.z = this->actor.projectedPos.z;
|
||||||
func_801A1FB4(3, &sp28, 0x6C, 1000.0f);
|
func_801A1FB4(SEQ_PLAYER_BGM_SUB, &sp28, NA_BGM_BASS_PLAY, 1000.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_80BA08E8(EnZob* this, PlayState* play) {
|
void func_80BA08E8(EnZob* this, PlayState* play) {
|
||||||
|
|
|
@ -387,7 +387,7 @@ void EnZod_PlayDrumsSequence(EnZod* this, PlayState* play) {
|
||||||
seqPos.y = this->actor.projectedPos.y;
|
seqPos.y = this->actor.projectedPos.y;
|
||||||
seqPos.z = this->actor.projectedPos.z;
|
seqPos.z = this->actor.projectedPos.z;
|
||||||
|
|
||||||
func_801A1FB4(3, &seqPos, NA_BGM_DRUMS_PLAY, 700.0f);
|
func_801A1FB4(SEQ_PLAYER_BGM_SUB, &seqPos, NA_BGM_DRUMS_PLAY, 700.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_80BAFA44(EnZod* this, PlayState* play) {
|
void func_80BAFA44(EnZod* this, PlayState* play) {
|
||||||
|
|
|
@ -582,7 +582,7 @@ void func_80BBBDE0(EnZos* this, PlayState* play) {
|
||||||
sp28.x = this->actor.projectedPos.x;
|
sp28.x = this->actor.projectedPos.x;
|
||||||
sp28.y = this->actor.projectedPos.y;
|
sp28.y = this->actor.projectedPos.y;
|
||||||
sp28.z = this->actor.projectedPos.z;
|
sp28.z = this->actor.projectedPos.z;
|
||||||
func_801A1FB4(3, &sp28, 110, 1000.0f);
|
func_801A1FB4(SEQ_PLAYER_BGM_SUB, &sp28, NA_BGM_PIANO_PLAY, 1000.0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_80BBBFBC(EnZos* this, PlayState* play) {
|
void func_80BBBFBC(EnZos* this, PlayState* play) {
|
||||||
|
|
Loading…
Reference in New Issue