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:
Tom Overton 2023-05-13 17:38:38 -07:00 committed by GitHub
parent cc6cc8da96
commit 7bdbca10a5
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GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 9 additions and 9 deletions

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@ -2656,11 +2656,11 @@ void func_800B9D1C(Actor* actor) {
if (sfxId) {}
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) {
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);
}
}

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@ -355,7 +355,7 @@ void func_80B0FD8C(EnGb2* this, PlayState* play) {
}
void func_80B0FE18(PlayState* play) {
func_800FD750(0x38);
func_800FD750(NA_BGM_MINI_BOSS);
play->nextEntrance = ENTRANCE(GHOST_HUT, 1);
play->transitionType = TRANS_TYPE_64;
gSaveContext.nextTransitionType = TRANS_TYPE_64;

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@ -284,7 +284,7 @@ void func_80C1410C(EnJgameTsn* this, PlayState* play) {
Player* player = GET_PLAYER(play);
player->stateFlags1 |= PLAYER_STATE1_20;
Audio_PlaySubBgm(0x25);
Audio_PlaySubBgm(NA_BGM_TIMED_MINI_GAME);
play->interfaceCtx.minigameState = MINIGAME_STATE_COUNTDOWN_SETUP_3;
Interface_InitMinigame(play);
SET_WEEKEVENTREG(WEEKEVENTREG_90_20);

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@ -446,7 +446,7 @@ void func_80BFC078(EnRz* this, PlayState* play) {
sp28.x = this->actor.projectedPos.x;
sp28.y = this->actor.projectedPos.y;
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.y = this->actor.projectedPos.y;
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);
}
}
}

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@ -588,7 +588,7 @@ void func_80BA0728(EnZob* this, PlayState* play) {
sp28.x = this->actor.projectedPos.x;
sp28.y = this->actor.projectedPos.y;
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) {

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@ -387,7 +387,7 @@ void EnZod_PlayDrumsSequence(EnZod* this, PlayState* play) {
seqPos.y = this->actor.projectedPos.y;
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) {

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@ -582,7 +582,7 @@ void func_80BBBDE0(EnZos* this, PlayState* play) {
sp28.x = this->actor.projectedPos.x;
sp28.y = this->actor.projectedPos.y;
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) {