mirror of https://github.com/zeldaret/mm.git
Name `Actor_PlaySfx` and `Player_PlaySfx` (#1190)
* name funcs * namefixer * function comments
This commit is contained in:
parent
5729b6d3f1
commit
cc8772a896
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@ -706,8 +706,8 @@ void func_800B8D50(PlayState* play, Actor* actor, f32 arg2, s16 yaw, f32 arg4, u
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void func_800B8D98(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_800B8DD4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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void func_800B8E1C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
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void func_800B8E58(Player* player, u16 sfxId);
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void Actor_PlaySfxAtPos(Actor* actor, u16 sfxId);
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void Player_PlaySfx(Player* player, u16 sfxId);
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void Actor_PlaySfx(Actor* actor, u16 sfxId);
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void func_800B8EF4(PlayState* play, Actor* actor);
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void func_800B8F98(Actor* actor, u16 sfxId);
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void func_800B8FC0(Actor* actor, u16 sfxId);
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@ -218,7 +218,6 @@ typedef struct {
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/* 0x148 */ f32 pushForce;
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/* 0x14C */ f32 unk14C;
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/* 0x150 */ s16 yRotation;
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/* 0x152 */ u16 unk152;
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/* 0x154 */ u32 flags;
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/* 0x158 */ u8 stateFlags;
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/* 0x15A */ s16 pad15A;
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@ -2130,7 +2130,10 @@ void func_800B8E1C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4)
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func_800B8DD4(play, actor, arg2, arg3, arg4, 0);
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}
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void func_800B8E58(Player* player, u16 sfxId) {
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/**
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* Play a sound effect at the player's position
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*/
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void Player_PlaySfx(Player* player, u16 sfxId) {
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if (player->currentMask == PLAYER_MASK_GIANT) {
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func_8019F170(&player->actor.projectedPos, sfxId);
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} else {
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@ -2140,9 +2143,9 @@ void func_800B8E58(Player* player, u16 sfxId) {
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}
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/**
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* Plays the sound effect at the actor's position
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* Play a sound effect at the actor's position
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*/
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void Actor_PlaySfxAtPos(Actor* actor, u16 sfxId) {
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void Actor_PlaySfx(Actor* actor, u16 sfxId) {
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Audio_PlaySfxAtPos(&actor->projectedPos, sfxId);
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}
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@ -3839,7 +3842,7 @@ void Actor_SpawnShieldParticlesMetal(PlayState* play, Vec3f* pos) {
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void Actor_SetColorFilter(Actor* actor, u16 colorFlag, u16 colorIntensityMax, u16 xluFlag, u16 duration) {
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if ((colorFlag == 0x8000) && !(colorIntensityMax & 0x8000)) {
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Actor_PlaySfxAtPos(actor, NA_SE_EN_LIGHT_ARROW_HIT);
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Actor_PlaySfx(actor, NA_SE_EN_LIGHT_ARROW_HIT);
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}
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actor->colorFilterParams = colorFlag | xluFlag | ((colorIntensityMax & 0xF8) << 5) | duration;
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@ -4476,13 +4479,13 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16
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// Apply sfx along with damage effect
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if ((actor != NULL) && (effectAlpha > 0.05f) && (play->gameOverCtx.state == GAMEOVER_INACTIVE)) {
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if (type == ACTOR_DRAW_DMGEFF_FIRE) {
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Actor_PlaySfxAtPos(actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
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Actor_PlaySfx(actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
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} else if (type == ACTOR_DRAW_DMGEFF_BLUE_FIRE) {
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Actor_PlaySfxAtPos(actor, NA_SE_EN_COMMON_EXTINCT_LEV - SFX_FLAG);
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Actor_PlaySfx(actor, NA_SE_EN_COMMON_EXTINCT_LEV - SFX_FLAG);
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} else if (type == ACTOR_DRAW_DMGEFF_FROZEN_SFX) {
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Actor_PlaySfxAtPos(actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG);
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Actor_PlaySfx(actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG);
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} else if ((type == ACTOR_DRAW_DMGEFF_LIGHT_ORBS) || (type == ACTOR_DRAW_DMGEFF_BLUE_LIGHT_ORBS)) {
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Actor_PlaySfxAtPos(actor, NA_SE_EN_COMMON_DEADLIGHT - SFX_FLAG);
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Actor_PlaySfx(actor, NA_SE_EN_COMMON_DEADLIGHT - SFX_FLAG);
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}
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}
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@ -805,7 +805,7 @@ void EffectSsEnIce_SpawnFlying(PlayState* play, Actor* actor, Vec3f* pos, Color_
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initParams.scale = scale;
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if (actor != NULL) {
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Actor_PlaySfxAtPos(actor, NA_SE_PL_FREEZE_S);
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Actor_PlaySfx(actor, NA_SE_PL_FREEZE_S);
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}
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EffectSs_Spawn(play, EFFECT_SS_EN_ICE, 80, &initParams);
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@ -897,7 +897,7 @@ void EffectSsEnFire_SpawnVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 sc
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initParams.bodyPart = bodyPart;
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if (actor != NULL) {
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Actor_PlaySfxAtPos(actor, NA_SE_EV_FLAME_IGNITION);
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Actor_PlaySfx(actor, NA_SE_EV_FLAME_IGNITION);
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}
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EffectSs_Spawn(play, EFFECT_SS_EN_FIRE, 128, &initParams);
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@ -917,7 +917,7 @@ void EffectSsEnFire_SpawnVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 sc
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initParams.bodyPart = bodyPart;
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if (actor != NULL) {
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Actor_PlaySfxAtPos(actor, NA_SE_EV_FLAME_IGNITION);
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Actor_PlaySfx(actor, NA_SE_EV_FLAME_IGNITION);
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}
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EffectSs_Spawn(play, EFFECT_SS_EN_FIRE, 128, &initParams);
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@ -267,12 +267,12 @@ s32 EnHy_PlayWalkingSound(EnHy* enHy, PlayState* play, f32 distAboveThreshold) {
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enHy->isLeftFootOnGround = isFootOnGround = SubS_IsFloorAbove(play, &enHy->leftFootPos, distAboveThreshold);
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if (enHy->isLeftFootOnGround && !wasLeftFootOnGround && isFootOnGround) {
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Actor_PlaySfxAtPos(&enHy->actor, sfxId);
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Actor_PlaySfx(&enHy->actor, sfxId);
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}
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enHy->isRightFootOnGround = isFootOnGround = SubS_IsFloorAbove(play, &enHy->rightFootPos, distAboveThreshold);
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if (enHy->isRightFootOnGround && !wasRightFootOnGround && isFootOnGround) {
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Actor_PlaySfxAtPos(&enHy->actor, sfxId);
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Actor_PlaySfx(&enHy->actor, sfxId);
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}
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return false;
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@ -186,7 +186,7 @@ void FireArrow_Fly(ArrowFire* this, PlayState* play) {
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FireArrow_Lerp(&this->firedPos, &this->actor.world.pos, 0.05f);
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if (arrow->unk_261 & 1) {
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Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_EXPLOSION_FRAME);
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Actor_PlaySfx(&this->actor, NA_SE_IT_EXPLOSION_FRAME);
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ArrowFire_SetupAction(this, FireArrow_Hit);
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this->timer = 32;
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this->alpha = 255;
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@ -160,7 +160,7 @@ void ArrowIce_Fly(ArrowIce* this, PlayState* play) {
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ArrowIce_LerpFiredPosition(&this->firedPos, &this->actor.world.pos, 0.05f);
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if (arrow->unk_261 & 1) {
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Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_EXPLOSION_ICE);
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Actor_PlaySfx(&this->actor, NA_SE_IT_EXPLOSION_ICE);
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ArrowIce_SetupAction(this, ArrowIce_Hit);
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this->timer = 32;
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this->alpha = 255;
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@ -154,7 +154,7 @@ void ArrowLight_Fly(ArrowLight* this, PlayState* play) {
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ArrowLight_Lerp(&this->firedPos, &this->actor.world.pos, 0.05f);
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if (arrow->unk_261 & 1) {
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Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_EXPLOSION_LIGHT);
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Actor_PlaySfx(&this->actor, NA_SE_IT_EXPLOSION_LIGHT);
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ArrowLight_SetupAction(this, ArrowLight_Hit);
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this->timer = 32;
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this->alpha = 255;
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@ -184,7 +184,7 @@ void func_80C0A458(BgAstrBombwall* this, PlayState* play) {
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func_800C62BC(play, &play->colCtx.dyna, this->dyna.bgId);
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this->dyna.actor.draw = NULL;
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func_80C0A120(this, play);
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
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this->actionFunc = func_80C0A4BC;
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}
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@ -343,7 +343,7 @@ void BgCraceMovebg_ClosingDoor_SetupDoNothing(BgCraceMovebg* this, PlayState* pl
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this->targetDoorHeight = 0.0f;
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this->doorHeight = 0.0f;
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this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y;
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
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this->actionFunc = BgCraceMovebg_ClosingDoor_DoNothing;
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}
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@ -108,7 +108,7 @@ void BgCtowerGear_Splash(BgCtowerGear* this, PlayState* play) {
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}
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}
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}
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_WATERWHEEL_LEVEL);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WATERWHEEL_LEVEL);
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}
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}
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@ -99,7 +99,7 @@ void BgCtowerRot_DoorDoNothing(BgCtowerRot* this, PlayState* play) {
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void BgCtowerRot_DoorClose(BgCtowerRot* this, PlayState* play) {
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if (!Math_SmoothStepToF(&this->timer, 0.0f, 0.1f, 15.0f, 0.1f)) {
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if (this->dyna.actor.params == BGCTOWERROT_STONE_DOOR_MAIN) {
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
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ActorCutscene_Stop(this->dyna.actor.cutscene);
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}
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this->actionFunc = BgCtowerRot_DoorDoNothing;
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@ -485,7 +485,7 @@ void func_80B82DE0(BgDblueBalance* this, PlayState* play) {
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this->unk_178 *= -0.6f;
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this->unk_17C++;
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if (this->unk_182) {
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_SEESAW_WATER_BOUND);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SEESAW_WATER_BOUND);
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sp5C = this->unk_15C;
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Matrix_Push();
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Matrix_RotateYS(BINANG_SUB(this->dyna.actor.shape.rot.y, 0x4000), MTXMODE_NEW);
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@ -498,7 +498,7 @@ void func_80B82DE0(BgDblueBalance* this, PlayState* play) {
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func_80B8296C(play, &sp50, 70.0f);
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} else {
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_SEESAW_BOUND);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SEESAW_BOUND);
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}
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} else {
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this->dyna.actor.shape.rot.z = 0x1C72;
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@ -510,7 +510,7 @@ void func_80B82DE0(BgDblueBalance* this, PlayState* play) {
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this->unk_178 *= -0.6f;
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this->unk_17C++;
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if (this->unk_182) {
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_SEESAW_WATER_BOUND);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SEESAW_WATER_BOUND);
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sp3C = this->unk_160;
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Matrix_Push();
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Matrix_RotateYS(BINANG_ADD(this->dyna.actor.shape.rot.y, 0x4000), MTXMODE_NEW);
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@ -523,7 +523,7 @@ void func_80B82DE0(BgDblueBalance* this, PlayState* play) {
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func_80B8296C(play, &sp30, 47.0f);
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} else {
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_SEESAW_BOUND);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SEESAW_BOUND);
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}
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} else {
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this->dyna.actor.shape.rot.z = -0x1C72;
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@ -422,7 +422,7 @@ void func_80A2A444(BgDblueMovebg* this, PlayState* play) {
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player->stateFlags2 &= ~PLAYER_STATE2_10;
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this->dyna.pushForce = 0.0f;
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Flags_SetSwitch(play, this->unk_1C0);
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
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if (func_80A29A80(play, this->unk_1C8, this->unk_1C4)) {
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this->unk_172 |= 1;
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@ -524,7 +524,7 @@ void func_80A2A7F8(BgDblueMovebg* this, PlayState* play) {
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this->unk_18A = 0;
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this->unk_17E = 0;
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
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if (func_80A29A80(play, this->unk_1C8, this->unk_1C4)) {
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this->unk_172 |= 1;
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@ -223,7 +223,7 @@ void func_80B841A0(BgDblueWaterfall* this, PlayState* play) {
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EffectSsGSplash_Spawn(play, &sp94, NULL, NULL, 0, 250);
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}
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Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_REFLECTION_WATER);
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Actor_PlaySfx(&this->actor, NA_SE_IT_REFLECTION_WATER);
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}
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}
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@ -164,7 +164,7 @@ void BgDkjailIvy_BeginCutscene(BgDkjailIvy* this, PlayState* play) {
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func_800C62BC(play, &play->colCtx.dyna, this->dyna.bgId);
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Flags_SetSwitch(play, BG_DKJAIL_GET_SWITCH(&this->dyna.actor));
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BgDkjailIvy_IvyCutEffects(this, play);
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_GRASS_WALL_BROKEN);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_GRASS_WALL_BROKEN);
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BgDkjailIvy_SetupFadeOut(this);
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} else {
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ActorCutscene_SetIntentToPlay(this->dyna.actor.cutscene);
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@ -278,14 +278,14 @@ void func_80BC4228(BgF40Block* this, PlayState* play) {
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} else {
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this->actionFunc = func_80BC4530;
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ActorCutscene_Stop(this->dyna.actor.cutscene);
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_IKANA_BLOCK_STOP_C);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_IKANA_BLOCK_STOP_C);
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}
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}
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if (func_80BC3D08(this, play, 0)) {
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ActorCutscene_Stop(this->dyna.actor.cutscene);
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this->actionFunc = func_80BC41AC;
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_IKANA_BLOCK_STOP_F);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_IKANA_BLOCK_STOP_F);
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return;
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}
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@ -338,14 +338,14 @@ void func_80BC4448(BgF40Block* this, PlayState* play) {
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} else {
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this->actionFunc = func_80BC4380;
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ActorCutscene_Stop(this->dyna.actor.cutscene);
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_IKANA_BLOCK_STOP_C);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_IKANA_BLOCK_STOP_C);
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}
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}
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if (func_80BC3D08(this, play, 0)) {
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ActorCutscene_Stop(this->dyna.actor.cutscene);
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this->actionFunc = func_80BC43CC;
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_IKANA_BLOCK_STOP_F);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_IKANA_BLOCK_STOP_F);
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}
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}
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@ -129,7 +129,7 @@ void BgF40Switch_Destroy(Actor* thisx, PlayState* play) {
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void BgF40Switch_Unpress(BgF40Switch* this, PlayState* play) {
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this->dyna.actor.scale.y += 0.0495f;
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if (this->dyna.actor.scale.y >= 0.165f) {
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_IKANA_BLOCK_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_IKANA_BLOCK_SWITCH);
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this->actionFunc = BgF40Switch_IdleUnpressed;
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this->dyna.actor.scale.y = 0.165f;
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}
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@ -144,7 +144,7 @@ void BgF40Switch_IdlePressed(BgF40Switch* this, PlayState* play) {
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void BgF40Switch_Press(BgF40Switch* this, PlayState* play) {
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this->dyna.actor.scale.y -= 0.0495f;
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if (this->dyna.actor.scale.y <= 0.0165f) {
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_IKANA_BLOCK_SWITCH);
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Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_IKANA_BLOCK_SWITCH);
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Rumble_Request(this->dyna.actor.xyzDistToPlayerSq, 120, 20, 10);
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if (this->isInitiator) {
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ActorCutscene_Stop(this->dyna.actor.cutscene);
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@ -68,7 +68,7 @@ void func_80ABD92C(BgHakuginElvpole* this, PlayState* play) {
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sp28 = true;
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} else if (this->unk_15E > 0) {
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if (this->unk_15E == 100) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
}
|
||||
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y - 120.0f;
|
||||
//! FAKE:
|
||||
|
|
@ -83,7 +83,7 @@ void func_80ABD92C(BgHakuginElvpole* this, PlayState* play) {
|
|||
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y - 320.0f;
|
||||
Flags_UnsetSwitch(play, BGHAKUGINELVPOLE_GET_SWITCHFLAG(&this->dyna.actor));
|
||||
this->unk_15E = -1;
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
}
|
||||
} else if ((BGHAKUGINELVPOLE_GET_SWITCHFLAG(&this->dyna.actor) != 0x7F) &&
|
||||
Flags_GetSwitch(play, BGHAKUGINELVPOLE_GET_SWITCHFLAG(&this->dyna.actor))) {
|
||||
|
|
|
|||
|
|
@ -839,7 +839,7 @@ void func_80A9CE1C(BgHakuginPost* this, PlayState* play) {
|
|||
temp = (s16)(this->dyna.actor.yawTowardsPlayer + 0x58F0);
|
||||
D_80A9E028.unk_0000[i].unk_28 = ((s16)(player->actor.shape.rot.y - temp) / 3) + temp;
|
||||
D_80A9E028.unk_0000[i].unk_34 = 2;
|
||||
func_800B8E58(player, NA_SE_IT_HAMMER_HIT);
|
||||
Player_PlaySfx(player, NA_SE_IT_HAMMER_HIT);
|
||||
func_8019F128(NA_SE_EV_SLIDE_DOOR_OPEN);
|
||||
Flags_SetSwitch(play, D_80A9E028.unk_0000[i].unk_2E);
|
||||
this->unk_178 = 20;
|
||||
|
|
|
|||
|
|
@ -102,7 +102,7 @@ static InitChainEntry sInitChain2[] = {
|
|||
|
||||
void func_80B15790(BgHakuginSwitch* this, u16 sfxId) {
|
||||
if (this->unk_1B2 <= 0) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, sfxId);
|
||||
Actor_PlaySfx(&this->dyna.actor, sfxId);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -86,7 +86,7 @@ void func_80AC4A80(BgIcefloe* this, PlayState* play) {
|
|||
this->timer = 20;
|
||||
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &this->dyna.actor.world.pos, &this->dyna.actor.projectedPos,
|
||||
&this->dyna.actor.projectedW);
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_ICE_STAND_APPEAR);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ICE_STAND_APPEAR);
|
||||
this->actionFunc = BgIcefloe_Grow;
|
||||
}
|
||||
|
||||
|
|
@ -133,7 +133,7 @@ void func_80AC4C34(BgIcefloe* this, PlayState* play) {
|
|||
|
||||
void func_80AC4CF0(BgIcefloe* this) {
|
||||
this->timer = 50;
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_ICE_MELT_LEVEL);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ICE_MELT_LEVEL);
|
||||
this->actionFunc = func_80AC4D2C;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -142,7 +142,7 @@ void BgIcicle_Shiver(BgIcicle* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (!(this->shiverTimer % 4)) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_ICE_SWING);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_ICE_SWING);
|
||||
}
|
||||
|
||||
if (this->shiverTimer == 0) {
|
||||
|
|
|
|||
|
|
@ -294,7 +294,7 @@ void func_80B7F290(BgIkanaBlock* this, PlayState* play) {
|
|||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if (!func_80B7EB94(this, play)) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
}
|
||||
|
||||
player->stateFlags2 &= ~PLAYER_STATE2_10;
|
||||
|
|
@ -334,10 +334,10 @@ void func_80B7F398(BgIkanaBlock* this, PlayState* play) {
|
|||
this->dyna.actor.world.pos.y += this->dyna.actor.velocity.y;
|
||||
|
||||
if (func_80B7EE70(this, play)) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor,
|
||||
SurfaceType_GetSfx(&play->colCtx, this->dyna.actor.floorPoly, this->dyna.actor.floorBgId) +
|
||||
SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor,
|
||||
SurfaceType_GetSfx(&play->colCtx, this->dyna.actor.floorPoly, this->dyna.actor.floorBgId) +
|
||||
SFX_FLAG);
|
||||
func_80B7F0A4(this);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -158,7 +158,7 @@ void BgIkanaDharma_WaitForHit(BgIkanaDharma* this, PlayState* play) {
|
|||
tempAngle2 = (BINANG_SUB(player->actor.shape.rot.y, tempAngle1) >> 1);
|
||||
this->dyna.actor.world.rot.y = tempAngle1 + tempAngle2 + 0xF000;
|
||||
this->dyna.actor.speedXZ = 20.0f;
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_DARUMA_VANISH);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_DARUMA_VANISH);
|
||||
BgIkanaDharma_SetupStartCutscene(this);
|
||||
} else if ((this->dyna.actor.flags & ACTOR_FLAG_40) == ACTOR_FLAG_40 && sFirstHitBgIkanaDharma == NULL &&
|
||||
this->dyna.actor.xzDistToPlayer < 420.0f) {
|
||||
|
|
@ -234,7 +234,7 @@ void BgIkanaDharma_Update(Actor* thisx, PlayState* play) {
|
|||
Quake_SetQuakeValues(quakeIndex, 4, 0, 0, 0);
|
||||
Quake_SetCountdown(quakeIndex, 12);
|
||||
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
|
||||
}
|
||||
} else {
|
||||
if (actorBelow->actor.id == ACTOR_BG_IKANA_DHARMA) {
|
||||
|
|
|
|||
|
|
@ -648,9 +648,9 @@ void func_80B814B8(BgIkanaRotaryroom* this, PlayState* play) {
|
|||
|
||||
if (ActorCutscene_GetCurrentIndex() == this->dyna.actor.cutscene) {
|
||||
if (player->actor.bgCheckFlags & 0x100) {
|
||||
func_800B8E58(player, NA_SE_VO_LI_DAMAGE_S + player->ageProperties->voiceSfxIdOffset);
|
||||
Player_PlaySfx(player, NA_SE_VO_LI_DAMAGE_S + player->ageProperties->voiceSfxIdOffset);
|
||||
func_80169EFC(&play->state);
|
||||
func_800B8E58(player, NA_SE_VO_LI_TAKEN_AWAY + player->ageProperties->voiceSfxIdOffset);
|
||||
Player_PlaySfx(player, NA_SE_VO_LI_TAKEN_AWAY + player->ageProperties->voiceSfxIdOffset);
|
||||
play->haltAllActors = true;
|
||||
play_sound(NA_SE_OC_ABYSS);
|
||||
this->actionFunc = NULL;
|
||||
|
|
|
|||
|
|
@ -156,7 +156,7 @@ void func_80C0ABA8(BgIkninSusceil* this, PlayState* play) {
|
|||
if (this->dyna.actor.world.pos.y <= this->dyna.actor.home.pos.y) {
|
||||
func_80C0A86C(this, play, 4, 14, 1);
|
||||
Flags_UnsetSwitch(play, SUSCEIL_GET_SWITCHFLAG(&this->dyna.actor));
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BIGWALL_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BIGWALL_BOUND);
|
||||
func_80C0AC74(this);
|
||||
} else {
|
||||
func_800B9010(&this->dyna.actor, NA_SE_EV_ICE_PILLAR_FALL - SFX_FLAG);
|
||||
|
|
@ -230,7 +230,7 @@ void BgIkninSusceil_Update(Actor* thisx, PlayState* play) {
|
|||
(player->unk_B48 > 1000.0f)) {
|
||||
this->unk168 = 2;
|
||||
if ((func_80C0A95C(this, play) != 0) && (this->actionFunc != func_80C0AE5C)) {
|
||||
func_800B8E58(player, NA_SE_PL_BODY_HIT);
|
||||
Player_PlaySfx(player, NA_SE_PL_BODY_HIT);
|
||||
func_80C0AE3C(this);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -149,7 +149,7 @@ s32 func_80BD7E0C(BgIknvObj* this, s16 targetRotation, PlayState* play) {
|
|||
func_800B9010(&this->dyna.actor, NA_SE_EV_STONEDOOR_OPEN_S - SFX_FLAG);
|
||||
return false;
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -207,7 +207,7 @@ void func_80953F9C(BgIngate* this, PlayState* play) {
|
|||
this->actionFunc = func_809542A0;
|
||||
}
|
||||
} else if ((ActorCutscene_GetCurrentIndex() == -1) && (this->timePath != NULL)) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_CRUISER - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_CRUISER - SFX_FLAG);
|
||||
func_80953BEC(this);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -61,10 +61,10 @@ void func_80A5389C(BgKeikokuSaku* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_80A538E0(BgKeikokuSaku* this, PlayState* play) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
|
||||
this->dyna.actor.world.pos.z -= 2.0f + BREG(8);
|
||||
if (this->dyna.actor.world.pos.z < (BREG(9) + 2660.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
|
||||
this->timer = 30;
|
||||
this->actionFunc = func_80A53994;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -207,7 +207,7 @@ void BgKin2Picture_Wait(BgKin2Picture* this, PlayState* play) {
|
|||
} else { // Gold Skulltula can be heard behind Skullkid's painting.
|
||||
if (this->skulltulaNoiseTimer >= 0) {
|
||||
if (this->skulltulaNoiseTimer == 0) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_STALGOLD_ROLL);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_STALGOLD_ROLL);
|
||||
|
||||
if (Rand_ZeroOne() < 0.1f) {
|
||||
this->skulltulaNoiseTimer = Rand_S16Offset(40, 80);
|
||||
|
|
@ -297,7 +297,7 @@ void BgKin2Picture_Fall(BgKin2Picture* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->landTimer < 3) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_SMALL_WOODPLATE_BOUND_0);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SMALL_WOODPLATE_BOUND_0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -318,7 +318,7 @@ void BgKin2Picture_Fall(BgKin2Picture* this, PlayState* play) {
|
|||
}
|
||||
|
||||
func_800C6314(play, &play->colCtx.dyna, this->dyna.bgId);
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_WOODPLATE_BROKEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WOODPLATE_BROKEN);
|
||||
BgKin2Picture_SetupDoNothing(this);
|
||||
} else {
|
||||
this->dyna.actor.shape.yOffset = Math_SinS(this->dyna.actor.shape.rot.x) * 40.0f;
|
||||
|
|
|
|||
|
|
@ -100,7 +100,7 @@ void BgLadder_StartCutscene(BgLadder* this, PlayState* play) {
|
|||
if (ActorCutscene_GetCanPlayNext(this->dyna.actor.cutscene)) {
|
||||
ActorCutscene_StartAndSetUnkLinkFields(this->dyna.actor.cutscene, &this->dyna.actor);
|
||||
this->dyna.actor.draw = BgLadder_Draw;
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_SECRET_LADDER_APPEAR);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SECRET_LADDER_APPEAR);
|
||||
this->action = BgLadder_FadeIn;
|
||||
} else {
|
||||
ActorCutscene_SetIntentToPlay(this->dyna.actor.cutscene);
|
||||
|
|
|
|||
|
|
@ -248,7 +248,7 @@ void func_80C188C4(BgLastBwall* this, PlayState* play) {
|
|||
func_800C62BC(play, &play->colCtx.dyna, this->dyna.bgId);
|
||||
this->dyna.actor.draw = NULL;
|
||||
func_80C184EC(this, play);
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
|
||||
this->actionFunc = BgLastBwall_DoNothing;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -216,7 +216,7 @@ void BgNumaHana_SetupClosedIdle(BgNumaHana* this) {
|
|||
*/
|
||||
void BgNumaHana_ClosedIdle(BgNumaHana* this, PlayState* play) {
|
||||
if (this->fire.state != 3) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_FLAME_IGNITION);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FLAME_IGNITION);
|
||||
if (ActorCutscene_GetCanPlayNext(this->dyna.actor.cutscene)) {
|
||||
ActorCutscene_StartAndSetUnkLinkFields(this->dyna.actor.cutscene, &this->dyna.actor);
|
||||
SET_WEEKEVENTREG(WEEKEVENTREG_12_01);
|
||||
|
|
@ -247,7 +247,7 @@ void BgNumaHana_UnfoldInnerPetals(BgNumaHana* this, PlayState* play) {
|
|||
this->settleZRotation = 0;
|
||||
this->settleAngle = 0;
|
||||
this->settleScale = 420.0f;
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_STOP);
|
||||
}
|
||||
this->transitionTimer++;
|
||||
}
|
||||
|
|
@ -279,7 +279,7 @@ void BgNumaHana_UnfoldOuterPetals(BgNumaHana* this, PlayState* play) {
|
|||
this->settleZRotation = 0;
|
||||
this->settleAngle = 0x5120;
|
||||
this->settleScale = 130.0f;
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_STOP);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FLOWERPETAL_STOP);
|
||||
}
|
||||
this->transitionTimer++;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -111,7 +111,7 @@ void func_80ACAD88(BgOpenShutter* this, PlayState* play) {
|
|||
if (this->unk_15C != 0) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN);
|
||||
Camera_ChangeDoorCam(play->cameraPtrs[CAM_ID_MAIN], &this->dyna.actor, player->unk_3BA, 0.0f, 12, 15, 10);
|
||||
this->unk_164 = 0;
|
||||
this->actionFunc = func_80ACAE5C;
|
||||
|
|
@ -136,7 +136,7 @@ void func_80ACAE5C(BgOpenShutter* this, PlayState* play) {
|
|||
this->unk_164++;
|
||||
}
|
||||
if (this->unk_164 >= 10) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||
this->actionFunc = func_80ACAEF0;
|
||||
}
|
||||
}
|
||||
|
|
@ -149,7 +149,7 @@ void func_80ACAEF0(BgOpenShutter* this, PlayState* play) {
|
|||
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.velocity.y)) {
|
||||
this->dyna.actor.floorHeight = this->dyna.actor.home.pos.y;
|
||||
Actor_SpawnFloorDustRing(play, &this->dyna.actor, &this->dyna.actor.world.pos, 60.0f, 10, 8.0f, 500, 10, true);
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BIGWALL_BOUND);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BIGWALL_BOUND);
|
||||
|
||||
quakeIndex = Quake_Add(Play_GetCamera(play, CAM_ID_MAIN), QUAKE_TYPE_3);
|
||||
Quake_SetSpeed(quakeIndex, -32536);
|
||||
|
|
@ -172,14 +172,14 @@ void BgOpenShutter_Update(Actor* thisx, PlayState* play2) {
|
|||
index = Cutscene_GetActorActionIndex(play, 0x7C);
|
||||
if (play->csCtx.actorActions[index]->action == BGOPENSHUTTER_DOOR_OPEN) {
|
||||
if (this->actionFunc == func_80ACAD88) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_OPEN);
|
||||
this->actionFunc = func_80ACAE5C;
|
||||
this->dyna.actor.velocity.y = 0.0f;
|
||||
}
|
||||
this->unk_164 = 0;
|
||||
} else if (play->csCtx.actorActions[index]->action == BGOPENSHUTTER_DOOR_CLOSED) {
|
||||
if (this->actionFunc == func_80ACAE5C) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||
this->actionFunc = func_80ACAEF0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -336,7 +336,7 @@ void func_809CE4C8(BgSpdweb* this, PlayState* play) {
|
|||
}
|
||||
} else if (this->unk_162 == 11) {
|
||||
if (this->unk_164 > 3.0f) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_WEB_VIBRATION);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WEB_VIBRATION);
|
||||
} else {
|
||||
AudioSfx_StopById(NA_SE_EV_WEB_VIBRATION);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -62,7 +62,7 @@ void BgTobira01_Open(BgTobira01* this, PlayState* play) {
|
|||
|
||||
if (this->timer != prevTimer) {
|
||||
if (1) {}
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_STONEDOOR_OPEN_S - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_STONEDOOR_OPEN_S - SFX_FLAG);
|
||||
this->dyna.actor.world.pos.y = (this->yOffset = (this->timer * (5.0f / 3.0f)) + this->dyna.actor.home.pos.y);
|
||||
this->timer2 = 180;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -732,7 +732,7 @@ void func_809DAB78(Boss02* this, PlayState* play) {
|
|||
this->unk_0170 = this->unk_017C;
|
||||
this->unk_0170.y = temp_f0;
|
||||
this->unk_016C = 120;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_INBOSS_ROAR_OLD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_INBOSS_ROAR_OLD);
|
||||
}
|
||||
|
||||
this->actor.flags &= ~ACTOR_FLAG_1;
|
||||
|
|
@ -941,7 +941,7 @@ void func_809DAB78(Boss02* this, PlayState* play) {
|
|||
sTwinmoldStatic->subCamAtVel = 0.0f;
|
||||
play_sound(NA_SE_EN_INBOSS_DEAD_PRE2_OLD);
|
||||
} else if (!(this->unk_0146[1] & 0xF) && (Rand_ZeroOne() < 0.5f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_INBOSS_DAMAGE_OLD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_INBOSS_DAMAGE_OLD);
|
||||
}
|
||||
return;
|
||||
|
||||
|
|
@ -982,7 +982,7 @@ void func_809DAB78(Boss02* this, PlayState* play) {
|
|||
Audio_QueueSeqCmd(NA_BGM_CLEAR_BOSS | 0x8000);
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_INBOSS_DEAD_OLD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_INBOSS_DEAD_OLD);
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
|
@ -1075,7 +1075,7 @@ void func_809DBFB4(Boss02* this, PlayState* play) {
|
|||
this->unk_0156 = 15;
|
||||
|
||||
if (i == 0) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_INBOSS_DAMAGE_OLD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_INBOSS_DAMAGE_OLD);
|
||||
this->unk_015C = 1;
|
||||
} else {
|
||||
Audio_PlaySfxAtPos(&this->unk_167C, NA_SE_EN_INBOSS_DAMAGE_OLD);
|
||||
|
|
@ -1201,9 +1201,9 @@ void Boss02_Twinmold_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
if (this->unk_016C != 0) {
|
||||
if ((this->unk_016C == 60) && (this->unk_0144 < 20)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_INBOSS_ROAR_OLD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_INBOSS_ROAR_OLD);
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_INBOSS_SAND_OLD - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_INBOSS_SAND_OLD - SFX_FLAG);
|
||||
|
||||
if (this->unk_0144 > 20) {
|
||||
sp3C.x = randPlusMinusPoint5Scaled(100.0f * D_809DF5B0) + this->unk_0170.x;
|
||||
|
|
|
|||
|
|
@ -1190,7 +1190,7 @@ void Boss03_IntroCutscene(Boss03* this, PlayState* play) {
|
|||
this->subCamFov = 80.0f;
|
||||
|
||||
case 2:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KONB_DEMO_MOVE_OLD - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KONB_DEMO_MOVE_OLD - SFX_FLAG);
|
||||
|
||||
xDiff = D_809E9104[this->unk_242].x - this->actor.world.pos.x;
|
||||
yDiff = D_809E9104[this->unk_242].y - this->actor.world.pos.y;
|
||||
|
|
@ -1206,7 +1206,7 @@ void Boss03_IntroCutscene(Boss03* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if ((this->csTimer == 40) || (this->csTimer == (u32)(KREG(91) + 270))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_WATER_DEEP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_WATER_DEEP);
|
||||
}
|
||||
|
||||
if (this->csTimer > 50) {
|
||||
|
|
@ -1230,10 +1230,10 @@ void Boss03_IntroCutscene(Boss03* this, PlayState* play) {
|
|||
this->csTimer = 0;
|
||||
}
|
||||
if (this->csTimer == 165) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_WATER_MID);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_WATER_MID);
|
||||
}
|
||||
if (this->csTimer == 180) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_WATER_DEEP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_WATER_DEEP);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1304,14 +1304,14 @@ void Boss03_IntroCutscene(Boss03* this, PlayState* play) {
|
|||
this->actor.speedXZ = 20.0f;
|
||||
|
||||
Audio_QueueSeqCmd(NA_BGM_BOSS | 0x8000);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KONB_JUMP_OLD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KONB_JUMP_OLD);
|
||||
this->skelAnime.playSpeed = 1.0f;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case 6:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KONB_JUMP_LEV_OLD - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KONB_JUMP_LEV_OLD - SFX_FLAG);
|
||||
|
||||
if (this->csTimer == 30) {
|
||||
TitleCard_InitBossName(&play->state, &play->actorCtx.titleCtxt,
|
||||
|
|
@ -1514,10 +1514,10 @@ void Boss03_DeathCutscene(Boss03* this, PlayState* play) {
|
|||
Math_ApproachF(&this->actor.world.pos.z, sp84.z, 0.1f, 5.0f);
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, this->floppingAnimLastFrame)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KONB_DEAD_JUMP2_OLD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KONB_DEAD_JUMP2_OLD);
|
||||
}
|
||||
if (Animation_OnFrame(&this->skelAnime, this->floppingAnimLastFrame * 0.5f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KONB_DEAD_JUMP_OLD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KONB_DEAD_JUMP_OLD);
|
||||
}
|
||||
|
||||
if ((this->workTimer[WORK_TIMER_UNK0_C] == 0) && ((this->waterHeight - 100.0f) < this->actor.world.pos.y)) {
|
||||
|
|
@ -1547,7 +1547,7 @@ void Boss03_DeathCutscene(Boss03* this, PlayState* play) {
|
|||
this->actor.speedXZ = 10.0f;
|
||||
this->actor.world.rot.y = this->unk_2BE + 0x8000;
|
||||
this->unk_240 = 0;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KONB_DEAD_JUMP2_OLD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KONB_DEAD_JUMP2_OLD);
|
||||
}
|
||||
}
|
||||
Math_ApproachF(&this->unk_56C, 0.01f, 1.0f, 0.0005f);
|
||||
|
|
@ -1704,7 +1704,7 @@ void Boss03_SpawnSmallFishesCutscene(Boss03* this, PlayState* play) {
|
|||
this->numSpawnedSmallFish++;
|
||||
}
|
||||
if ((this->csTimer % 8) == 0) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KONB_MINI_APPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KONB_MINI_APPEAR);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -2003,7 +2003,7 @@ void Boss03_Update(Actor* thisx, PlayState* play2) {
|
|||
((this->waterHeight - 50.0f < this->actor.world.pos.y) &&
|
||||
(this->actor.prevPos.y <= this->waterHeight - 50.0f))) {
|
||||
if ((this->actor.velocity.y < 0.0f) && (this->actionFunc != Boss03_DeathCutscene)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KONB_SINK_OLD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KONB_SINK_OLD);
|
||||
}
|
||||
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_WATER_EFFECT, this->actor.world.pos.x, this->waterHeight,
|
||||
|
|
|
|||
|
|
@ -289,7 +289,7 @@ void func_809EC568(Boss04* this, PlayState* play) {
|
|||
|
||||
case 10:
|
||||
if (this->unk_704 == 3) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_EYEGOLE_DEMO_EYE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_EYEGOLE_DEMO_EYE);
|
||||
this->unk_74A = 1;
|
||||
}
|
||||
this->unk_2D0 = 10000.0f;
|
||||
|
|
@ -319,7 +319,7 @@ void func_809EC568(Boss04* this, PlayState* play) {
|
|||
}
|
||||
|
||||
case 12:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_ME_ATTACK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_ME_ATTACK - SFX_FLAG);
|
||||
Math_ApproachF(&this->subCamAt.x, this->actor.world.pos.x, 0.5f, 1000.0f);
|
||||
Math_ApproachF(&this->subCamAt.y, this->actor.world.pos.y, 0.5f, 1000.0f);
|
||||
Math_ApproachF(&this->subCamAt.z, this->actor.world.pos.z, 0.5f, 1000.0f);
|
||||
|
|
@ -331,7 +331,7 @@ void func_809EC568(Boss04* this, PlayState* play) {
|
|||
this->unk_2DA = 10;
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
this->actor.world.pos.z, 0, 0, 0, CLEAR_TAG_SPLASH);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KONB_JUMP_LEV_OLD - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KONB_JUMP_LEV_OLD - SFX_FLAG);
|
||||
this->subCamAtOscillator = 20;
|
||||
}
|
||||
break;
|
||||
|
|
@ -501,7 +501,7 @@ void func_809ECF58(Boss04* this, PlayState* play) {
|
|||
sp3C.y = this->actor.floorHeight + 2.0f;
|
||||
sp3C.z = this->actor.world.pos.z;
|
||||
EffectSsGRipple_Spawn(play, &sp3C, 1400, 500, 0);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_ME_ATTACK - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_ME_ATTACK - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -520,7 +520,7 @@ void func_809ED224(Boss04* this) {
|
|||
this->actor.speedXZ = 0.0f;
|
||||
this->unk_2D0 = 10000.0f;
|
||||
this->unk_2C8 = 200;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_ME_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_ME_DEAD);
|
||||
this->actor.flags &= ~ACTOR_FLAG_1;
|
||||
Audio_RestorePrevBgm();
|
||||
this->unk_1F6 = 10;
|
||||
|
|
@ -569,7 +569,7 @@ void func_809ED45C(Boss04* this, PlayState* play) {
|
|||
|
||||
if ((this->unk_1FE == 0) && (this->collider1.elements[0].info.bumperFlags & BUMP_HIT)) {
|
||||
this->collider1.elements[0].info.bumperFlags &= ~BUMP_HIT;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_ME_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_ME_DAMAGE);
|
||||
damage = this->actor.colChkInfo.damage;
|
||||
this->actor.colChkInfo.health = this->actor.colChkInfo.health - damage;
|
||||
if ((s8)this->actor.colChkInfo.health <= 0) {
|
||||
|
|
@ -765,7 +765,7 @@ void Boss04_Update(Actor* thisx, PlayState* play2) {
|
|||
}
|
||||
|
||||
if (this->unk_74A != 0) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_ME_EXIST - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_ME_EXIST - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -226,7 +226,7 @@ void func_80C16A74(DemoSyoten* this, PlayState* play) {
|
|||
if ((play->csCtx.frames >= 160) && (play->csCtx.frames < 322)) {
|
||||
func_800B9010(&this->actor, NA_SE_EV_IKANA_SOUL_LV - SFX_FLAG);
|
||||
} else if (play->csCtx.frames == 322) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_IKANA_SOUL_TRANSFORM);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_IKANA_SOUL_TRANSFORM);
|
||||
}
|
||||
|
||||
temp_a0 = play->csCtx.actorActions[Cutscene_GetActorActionIndex(play, this->unk_3F0)]->action;
|
||||
|
|
@ -344,7 +344,7 @@ void func_80C16DD4(DemoSyoten* this, PlayState* play) {
|
|||
case 2:
|
||||
this->actor.draw = DemoSyoten_Draw;
|
||||
this->unk_3E6 = -6;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_DM_FLYING_GOD_DASH);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -157,15 +157,15 @@ void func_80AA561C(DmChar00* this, PlayState* play) {
|
|||
case 1222:
|
||||
case 1682:
|
||||
case 2194:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
break;
|
||||
|
||||
case 1858:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_FAIRY_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_ATTACK);
|
||||
break;
|
||||
|
||||
case 2043:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_FAIRY_SURPRISE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_SURPRISE);
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
|
|
@ -177,11 +177,11 @@ void func_80AA561C(DmChar00* this, PlayState* play) {
|
|||
case 1687:
|
||||
case 2194:
|
||||
case 2210:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
break;
|
||||
|
||||
case 2043:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_MONDO_SURPRISE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_MONDO_SURPRISE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -189,7 +189,7 @@ void func_80AA561C(DmChar00* this, PlayState* play) {
|
|||
|
||||
void func_80AA5720(DmChar00* this, PlayState* play) {
|
||||
if ((DMCHAR00_GET(&this->actor) == DMCHAR00_0) && (play->csCtx.frames == 505)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_SPOT_LIGHT_OPEN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SPOT_LIGHT_OPEN);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -207,51 +207,51 @@ void func_80AA575C(DmChar00* this, PlayState* play) {
|
|||
case 877:
|
||||
case 882:
|
||||
case 887:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_FAIRY_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_ATTACK);
|
||||
break;
|
||||
|
||||
case 520:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BELL_SPIT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BELL_SPIT);
|
||||
break;
|
||||
|
||||
case 774:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_FAIRY_SURPRISE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_SURPRISE);
|
||||
break;
|
||||
|
||||
case 904:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BELL_SIGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BELL_SIGH);
|
||||
break;
|
||||
|
||||
case 813:
|
||||
case 972:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BELL_BRAKE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BELL_BRAKE);
|
||||
break;
|
||||
}
|
||||
} else if (play->csCtx.frames == 660) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_MONDO_SURPRISE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_MONDO_SURPRISE);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80AA5890(DmChar00* this, PlayState* play) {
|
||||
if ((DMCHAR00_GET(&this->actor) == DMCHAR00_0) && (play->csCtx.frames == 20)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80AA58CC(DmChar00* this, PlayState* play) {
|
||||
if (DMCHAR00_GET(&this->actor) == DMCHAR00_0) {
|
||||
if (play->csCtx.frames == 568) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_FAIRY_SURPRISE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_SURPRISE);
|
||||
}
|
||||
} else {
|
||||
switch (play->csCtx.frames) {
|
||||
case 375:
|
||||
case 479:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
break;
|
||||
|
||||
case 534:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_FAIRY_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_ATTACK);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -263,17 +263,17 @@ void func_80AA5950(DmChar00* this, PlayState* play) {
|
|||
void func_80AA5960(DmChar00* this, PlayState* play) {
|
||||
if (DMCHAR00_GET(&this->actor) == DMCHAR00_0) {
|
||||
if (play->csCtx.frames == 280) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_FAIRY_SURPRISE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_SURPRISE);
|
||||
}
|
||||
} else {
|
||||
switch (play->csCtx.frames) {
|
||||
case 87:
|
||||
case 190:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
break;
|
||||
|
||||
case 244:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_FAIRY_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_ATTACK);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -283,16 +283,16 @@ void func_80AA59E4(DmChar00* this, PlayState* play) {
|
|||
if (DMCHAR00_GET(&this->actor) == DMCHAR00_0) {
|
||||
switch (play->csCtx.frames) {
|
||||
case 125:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
break;
|
||||
|
||||
case 1832:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_SY_WHITE_OUT_INTO_MOON);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_SY_WHITE_OUT_INTO_MOON);
|
||||
break;
|
||||
}
|
||||
} else if (play->csCtx.frames == 125) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -300,16 +300,16 @@ void func_80AA5A6C(DmChar00* this, PlayState* play) {
|
|||
if (DMCHAR00_GET(&this->actor) == DMCHAR00_0) {
|
||||
switch (play->csCtx.frames) {
|
||||
case 44:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
break;
|
||||
|
||||
case 891:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_SY_WHITE_OUT_INTO_MOON);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_SY_WHITE_OUT_INTO_MOON);
|
||||
break;
|
||||
}
|
||||
} else if (play->csCtx.frames == 44) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -318,31 +318,31 @@ void func_80AA5AF4(DmChar00* this, PlayState* play) {
|
|||
switch (play->csCtx.frames) {
|
||||
case 352:
|
||||
case 401:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
break;
|
||||
|
||||
case 440:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
break;
|
||||
|
||||
case 550:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BELL_BRAKE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BELL_BRAKE);
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
switch (play->csCtx.frames) {
|
||||
case 362:
|
||||
case 401:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
break;
|
||||
|
||||
case 454:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
break;
|
||||
}
|
||||
|
||||
if ((play->csCtx.frames >= 500) && (play->csCtx.frames < 602)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_FAIRY_SHIVER - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_SHIVER - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -351,32 +351,32 @@ void func_80AA5BF8(DmChar00* this, PlayState* play) {
|
|||
if (DMCHAR00_GET(&this->actor) == DMCHAR00_0) {
|
||||
switch (play->csCtx.frames) {
|
||||
case 762:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_WHITE_FAIRY_SHOT_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_FAIRY_SHOT_DASH);
|
||||
break;
|
||||
case 797:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
switch (play->csCtx.frames) {
|
||||
case 762:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BLACK_FAIRY_SHOT_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BLACK_FAIRY_SHOT_DASH);
|
||||
break;
|
||||
|
||||
case 797:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ((this->unk_261 == 53) && Animation_OnFrame(&this->skelAnime, 16.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80AA5CD4(DmChar00* this, PlayState* play) {
|
||||
if ((DMCHAR00_GET(&this->actor) != DMCHAR00_0) && (play->csCtx.frames == 467)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -384,11 +384,11 @@ void func_80AA5D10(DmChar00* this, PlayState* play) {
|
|||
if (DMCHAR00_GET(&this->actor) == DMCHAR00_0) {
|
||||
switch (play->csCtx.frames) {
|
||||
case 8:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_FAIRY_SURPRISE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_SURPRISE);
|
||||
break;
|
||||
|
||||
case 130:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_NAVY_VANISH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_NAVY_VANISH);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -399,11 +399,11 @@ void func_80AA5D6C(DmChar00* this, PlayState* play) {
|
|||
switch (play->csCtx.frames) {
|
||||
case 2:
|
||||
case 166:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
break;
|
||||
|
||||
case 31:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_FAIRY_SURPRISE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_FAIRY_SURPRISE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -415,11 +415,11 @@ void func_80AA5DC8(DmChar00* this, PlayState* play) {
|
|||
case 233:
|
||||
case 415:
|
||||
case 593:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
break;
|
||||
|
||||
case 130:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_NAVY_VANISH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_NAVY_VANISH);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -429,19 +429,19 @@ void func_80AA5E2C(DmChar00* this, PlayState* play) {
|
|||
if (DMCHAR00_GET(&this->actor) == DMCHAR00_1) {
|
||||
switch (play->csCtx.frames) {
|
||||
case 32:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_WHITE_FAIRY_DASH);
|
||||
break;
|
||||
|
||||
case 42:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BLACK_FAIRY_DASH);
|
||||
break;
|
||||
|
||||
case 192:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BELL_BRAKE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BELL_BRAKE);
|
||||
break;
|
||||
|
||||
case 215:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_DIVE_INTO_WEED);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_DIVE_INTO_WEED);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -201,7 +201,7 @@ void func_80AA88A8(DmChar01* this, PlayState* play) {
|
|||
if (Cutscene_CheckActorAction(play, 135)) {
|
||||
if (play->csCtx.frames == play->csCtx.actorActions[Cutscene_GetActorActionIndex(play, 135)]->startFrame) {
|
||||
D_80AAAE24 = 1;
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_FORT_RISING);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_FORT_RISING);
|
||||
}
|
||||
} else {
|
||||
D_80AAAE24 = 0;
|
||||
|
|
@ -277,7 +277,7 @@ void func_80AA8C28(DmChar01* this, PlayState* play) {
|
|||
|
||||
switch (this->unk_346) {
|
||||
case 0:
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_WATER_PURIFICATION);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WATER_PURIFICATION);
|
||||
D_80AAAE22 = -2200;
|
||||
D_80AAAE20 = 100;
|
||||
this->unk_346++;
|
||||
|
|
|
|||
|
|
@ -63,13 +63,13 @@ void DmChar02_ChangeAnim(SkelAnime* skelAnime, AnimationInfo* animationInfo, u16
|
|||
void DmChar02_PlaySfxForDroppingOcarinaCutscene(DmChar02* this, PlayState* play) {
|
||||
switch (play->csCtx.frames) {
|
||||
case 95:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_OCARINA_BOUND_0);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_OCARINA_BOUND_0);
|
||||
break;
|
||||
|
||||
case 101:
|
||||
case 105:
|
||||
case 112:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_OCARINA_BOUND_1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_OCARINA_BOUND_1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -130,10 +130,10 @@ void func_80AAB710(DmChar03* this, PlayState* play) {
|
|||
|
||||
void func_80AAB838(DmChar03* this, PlayState* play) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_MASK_BOUND_0);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_MASK_BOUND_0);
|
||||
} else if ((Animation_OnFrame(&this->skelAnime, 10.0f)) || (Animation_OnFrame(&this->skelAnime, 18.0f)) ||
|
||||
(Animation_OnFrame(&this->skelAnime, 30.0f)) || (Animation_OnFrame(&this->skelAnime, 38.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_MASK_BOUND_1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_MASK_BOUND_1);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -493,21 +493,21 @@ void func_80AACF04(DmChar05* this, PlayState* play) {
|
|||
|
||||
void func_80AAD3F8(DmChar05* this, PlayState* play) {
|
||||
if (play->csCtx.frames == 490) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_EVIL_POWER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_EVIL_POWER);
|
||||
}
|
||||
|
||||
if (play->csCtx.frames > 550) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_MASK_FLOAT - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MASK_FLOAT - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80AAD450(DmChar05* this, PlayState* play) {
|
||||
if (play->csCtx.frames == 262) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_EVIL_POWER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_EVIL_POWER);
|
||||
}
|
||||
|
||||
if (play->csCtx.frames > 318) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_MASK_FLOAT - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MASK_FLOAT - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -516,31 +516,31 @@ void func_80AAD4A8(DmChar05* this, PlayState* play) {
|
|||
if (Cutscene_CheckActorAction(play, 109) &&
|
||||
(play->csCtx.actorActions[Cutscene_GetActorActionIndex(play, 109)]->action == 3)) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 14.0f) || Animation_OnFrame(&this->skelAnime, 15.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_MASK_BOUND_0);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_MASK_BOUND_0);
|
||||
} else if (Animation_OnFrame(&this->skelAnime, 19.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_MASK_BOUND_1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_MASK_BOUND_1);
|
||||
}
|
||||
}
|
||||
} else if (DMCHAR05_GET(&this->actor) == DMCHAR05_1) {
|
||||
if (Cutscene_CheckActorAction(play, 473)) {
|
||||
if ((play->csCtx.actorActions[Cutscene_GetActorActionIndex(play, 473)]->action == 3) &&
|
||||
Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_MASK_BOUND_SAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_MASK_BOUND_SAND);
|
||||
}
|
||||
}
|
||||
} else if (DMCHAR05_GET(&this->actor) == DMCHAR05_2) {
|
||||
if (Cutscene_CheckActorAction(play, 518) &&
|
||||
(play->csCtx.actorActions[Cutscene_GetActorActionIndex(play, 518)]->action == 2)) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 7.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_MASK_BOUND_0);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_MASK_BOUND_0);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 14.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_MASK_BOUND_1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_MASK_BOUND_1);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 18.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_MASK_BOUND_1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_MASK_BOUND_1);
|
||||
}
|
||||
}
|
||||
} else if (DMCHAR05_GET(&this->actor) == DMCHAR05_3) {
|
||||
|
|
@ -555,10 +555,10 @@ void func_80AAD4A8(DmChar05* this, PlayState* play) {
|
|||
} else if (play->sceneId == SCENE_SPOT00) {
|
||||
if (gSaveContext.sceneLayer == 9) {
|
||||
if ((play->csCtx.currentCsIndex == 0) && (play->csCtx.frames == 255)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_EVIL_POWER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_EVIL_POWER);
|
||||
}
|
||||
} else if ((gSaveContext.sceneLayer == 0xB) && (play->csCtx.frames == 115)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_EVIL_POWER_PREDEMO);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_EVIL_POWER_PREDEMO);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -509,7 +509,7 @@ void func_80AAFE88(DmChar08* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 14:
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BIG_TORTOISE_ROLL);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BIG_TORTOISE_ROLL);
|
||||
this->animIndex = TURTLE_ANIM_FLOAT;
|
||||
break;
|
||||
}
|
||||
|
|
@ -896,11 +896,11 @@ void func_80AB096C(DmChar08* this, PlayState* play) {
|
|||
if ((play->csCtx.state != 0) && (play->sceneId == SCENE_31MISAKI) && (gSaveContext.sceneLayer == 0) &&
|
||||
(play->csCtx.currentCsIndex == 0)) {
|
||||
if ((play->csCtx.frames >= 890) && (play->csCtx.frames < 922)) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_EARTHQUAKE_LAST2 - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_EARTHQUAKE_LAST2 - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
if ((this->animIndex == TURTLE_ANIM_SWIM) && Animation_OnFrame(&this->skelAnime, 16.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BIG_TORTOISE_SWIM);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BIG_TORTOISE_SWIM);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -203,7 +203,7 @@ void DmChar09_Update(Actor* thisx, PlayState* play) {
|
|||
func_80AB2268(this, play);
|
||||
func_80AB24BC(this, play);
|
||||
if ((play->csCtx.state != 0) && this->unk_22E && DMCHAR09_GET_100(thisx)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_POSTMAN_WALK + SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_POSTMAN_WALK + SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -338,7 +338,7 @@ void DmStk_ChangeAnim(DmStk* this, PlayState* play, SkelAnime* skelAnime, Animat
|
|||
void DmStk_PlaySfxForIntroCutsceneFirstPart(DmStk* this, PlayState* play) {
|
||||
switch (play->csCtx.frames + 20) {
|
||||
case 1195:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_APPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_APPEAR);
|
||||
break;
|
||||
|
||||
case 1232:
|
||||
|
|
@ -346,48 +346,48 @@ void DmStk_PlaySfxForIntroCutsceneFirstPart(DmStk* this, PlayState* play) {
|
|||
case 1252:
|
||||
case 1255:
|
||||
case 1257:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_SHAKEHEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_SHAKEHEAD);
|
||||
break;
|
||||
|
||||
case 1285:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL03_LAUGH_BIG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL03_LAUGH_BIG);
|
||||
break;
|
||||
|
||||
case 1343:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
break;
|
||||
|
||||
case 1410:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_ON);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_ON);
|
||||
break;
|
||||
|
||||
case 1603:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_WALK);
|
||||
break;
|
||||
|
||||
case 1610:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_REVERSE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_REVERSE);
|
||||
break;
|
||||
|
||||
case 2095:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_SURPRISED);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_SURPRISED);
|
||||
break;
|
||||
|
||||
case 2190:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_JUMP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_JUMP);
|
||||
break;
|
||||
|
||||
case 2212:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_ONGND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_ONGND);
|
||||
break;
|
||||
|
||||
case 2214:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL02_LAUGH_SHORT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL02_LAUGH_SHORT);
|
||||
break;
|
||||
|
||||
case 2250:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL06_SURPRISED);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_DOWN_K);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL06_SURPRISED);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_DOWN_K);
|
||||
break;
|
||||
|
||||
case 2255:
|
||||
|
|
@ -416,7 +416,7 @@ void DmStk_PlaySfxForIntroCutsceneFirstPart(DmStk* this, PlayState* play) {
|
|||
case 2508:
|
||||
case 2519:
|
||||
case 2530:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -455,11 +455,11 @@ void DmStk_PlaySfxForIntroCutsceneSecondPart(DmStk* this, PlayState* play) {
|
|||
case 232:
|
||||
case 243:
|
||||
case 254:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
break;
|
||||
|
||||
case 173:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL03_LAUGH_BIG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL03_LAUGH_BIG);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -471,15 +471,15 @@ void DmStk_PlaySfxForIntroCutsceneSecondPart(DmStk* this, PlayState* play) {
|
|||
void DmStk_PlaySfxForObtainingMajorasMaskCutscene(DmStk* this, PlayState* play) {
|
||||
switch (play->csCtx.frames) {
|
||||
case 18:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_GASAGOSO);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_GASAGOSO);
|
||||
break;
|
||||
|
||||
case 90:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_ON);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_ON);
|
||||
break;
|
||||
|
||||
case 142:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_EVIL_POWER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_EVIL_POWER);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -501,11 +501,11 @@ void DmStk_PlaySfxForCurseCutsceneFirstPart(DmStk* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 560:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL02_LAUGH_SHORT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL02_LAUGH_SHORT);
|
||||
break;
|
||||
|
||||
case 890:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL21_PSYCHO_VOICE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL21_PSYCHO_VOICE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -524,7 +524,7 @@ void DmStk_PlaySfxForCurseCutsceneSecondPart(DmStk* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 71:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_BODY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_BODY);
|
||||
break;
|
||||
|
||||
case 365:
|
||||
|
|
@ -536,30 +536,30 @@ void DmStk_PlaySfxForCurseCutsceneSecondPart(DmStk* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 265:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL03_LAUGH_BIG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL03_LAUGH_BIG);
|
||||
break;
|
||||
|
||||
case 126:
|
||||
Actor_PlaySfxAtPos(&player->actor, NA_SE_VO_DUMMY_150);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_VO_DUMMY_150);
|
||||
break;
|
||||
|
||||
case 197:
|
||||
Actor_PlaySfxAtPos(&player->actor, NA_SE_VO_DUMMY_134);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_VO_DUMMY_134);
|
||||
break;
|
||||
|
||||
case 207:
|
||||
Actor_PlaySfxAtPos(&player->actor, NA_SE_VO_DUMMY_135);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_VO_DUMMY_135);
|
||||
break;
|
||||
|
||||
case 217:
|
||||
Actor_PlaySfxAtPos(&player->actor, NA_SE_VO_DUMMY_136);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_VO_DUMMY_136);
|
||||
break;
|
||||
}
|
||||
|
||||
if (player) {}
|
||||
|
||||
if ((play->csCtx.frames >= 263) && (play->csCtx.frames < 698)) {
|
||||
Actor_PlaySfxAtPos(&player->actor, NA_SE_EN_STALKIDS_BODY_LEV - SFX_FLAG);
|
||||
Actor_PlaySfx(&player->actor, NA_SE_EN_STALKIDS_BODY_LEV - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -577,37 +577,37 @@ void DmStk_PlaySfxForClockTowerIntroCutsceneVersion1(DmStk* this, PlayState* pla
|
|||
break;
|
||||
|
||||
case 258:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_TURN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_TURN);
|
||||
break;
|
||||
|
||||
case 524:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_TURN);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL04_ANGER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_TURN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL04_ANGER);
|
||||
break;
|
||||
|
||||
case 534:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_PO_ROLL);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_PO_ROLL);
|
||||
break;
|
||||
|
||||
case 678:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_STRETCH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_STRETCH);
|
||||
break;
|
||||
}
|
||||
|
||||
if ((this->animIndex == SK_ANIM_OCARINA_JUGGLE) && (play->csCtx.frames < 700)) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 5.0f) || Animation_OnFrame(&this->skelAnime, 25.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_OTEDAMA1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_OTEDAMA1);
|
||||
} else if (Animation_OnFrame(&this->skelAnime, 17.0f) || Animation_OnFrame(&this->skelAnime, 40.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_OTEDAMA2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_OTEDAMA2);
|
||||
}
|
||||
}
|
||||
|
||||
if (play->csCtx.frames >= 700) {
|
||||
if (sMoonCallTimer < 128) {
|
||||
if ((sMoonCallTimer & 0x1F) == 0) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL20_CALL_MOON);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL20_CALL_MOON);
|
||||
} else if ((sMoonCallTimer & 0x1F) == 16) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL20_CALL_MOON2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL20_CALL_MOON2);
|
||||
}
|
||||
|
||||
sMoonCallTimer++;
|
||||
|
|
@ -622,8 +622,8 @@ void DmStk_PlaySfxForClockTowerIntroCutsceneVersion1(DmStk* this, PlayState* pla
|
|||
*/
|
||||
void DmStk_PlaySfxForDroppingOcarinaCutscene(DmStk* this, PlayState* play) {
|
||||
if (play->csCtx.frames == 3) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL06_SURPRISED);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_DOWN_K);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL06_SURPRISED);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_DOWN_K);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -632,7 +632,7 @@ void DmStk_PlaySfxForDroppingOcarinaCutscene(DmStk* this, PlayState* play) {
|
|||
*/
|
||||
void DmStk_PlaySfxForShiveringInRainCutscene(DmStk* this, PlayState* play) {
|
||||
if ((play->csCtx.frames >= 642) && (play->csCtx.frames < 845)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_NE_STAL23_COLD - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_NE_STAL23_COLD - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -648,16 +648,16 @@ void DmStk_PlaySfxForPlayingWithFairiesCutscene(DmStk* this, PlayState* play) {
|
|||
case 72:
|
||||
case 77:
|
||||
case 79:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_PL_WALK_WATER2);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_PL_WALK_WATER2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_WALK);
|
||||
break;
|
||||
|
||||
case 186:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_UP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_UP);
|
||||
break;
|
||||
|
||||
case 230:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL22_LAUGH_KID_L);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL22_LAUGH_KID_L);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -674,7 +674,7 @@ void DmStk_PlaySfxForEndingCutsceneFirstPart(DmStk* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 660:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_SHAKEHEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_SHAKEHEAD);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -692,27 +692,27 @@ void DmStk_PlaySfxForEndingCutsceneSecondPart(DmStk* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 45:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
break;
|
||||
|
||||
case 93:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
break;
|
||||
|
||||
case 245:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
break;
|
||||
|
||||
case 269:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL11_LAUGH_SHY2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL11_LAUGH_SHY2);
|
||||
break;
|
||||
|
||||
case 327:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_SHAKEHEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_SHAKEHEAD);
|
||||
break;
|
||||
|
||||
case 455:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
break;
|
||||
|
||||
case 1730:
|
||||
|
|
@ -720,7 +720,7 @@ void DmStk_PlaySfxForEndingCutsceneSecondPart(DmStk* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 1395:
|
||||
func_800B8E58(player, NA_SE_VO_DUMMY_34);
|
||||
Player_PlaySfx(player, NA_SE_VO_DUMMY_34);
|
||||
break;
|
||||
|
||||
case 1850:
|
||||
|
|
@ -735,20 +735,20 @@ void DmStk_PlaySfxForEndingCutsceneSecondPart(DmStk* this, PlayState* play) {
|
|||
|
||||
if (this->animIndex == SK_ANIM_SHAKE_HEAD) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 8.0f) || Animation_OnFrame(&this->skelAnime, 17.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 28.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
}
|
||||
} else if (this->animIndex == SK_ANIM_LAUGH_AFTER_SNIFF) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 2.0f) || Animation_OnFrame(&this->skelAnime, 6.0f) ||
|
||||
Animation_OnFrame(&this->skelAnime, 12.0f) || Animation_OnFrame(&this->skelAnime, 18.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
}
|
||||
} else if ((this->animIndex == SK_ANIM_SNIFF) &&
|
||||
(Animation_OnFrame(&this->skelAnime, 16.0f) || Animation_OnFrame(&this->skelAnime, 23.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_NOSE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_NOSE);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -766,25 +766,25 @@ void DmStk_PlaySfxForClockTowerIntroCutsceneVersion2(DmStk* this, PlayState* pla
|
|||
break;
|
||||
|
||||
case 234:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_TURN);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL04_ANGER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_TURN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL04_ANGER);
|
||||
break;
|
||||
|
||||
case 244:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_PO_ROLL);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_PO_ROLL);
|
||||
break;
|
||||
|
||||
case 388:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_STRETCH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_STRETCH);
|
||||
break;
|
||||
}
|
||||
|
||||
if (play->csCtx.frames >= 408) {
|
||||
if (sMoonCallTimer < 128) {
|
||||
if ((sMoonCallTimer & 0x1F) == 0) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL20_CALL_MOON);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL20_CALL_MOON);
|
||||
} else if ((sMoonCallTimer & 0x1F) == 16) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL20_CALL_MOON2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL20_CALL_MOON2);
|
||||
}
|
||||
|
||||
sMoonCallTimer++;
|
||||
|
|
@ -812,19 +812,19 @@ void DmStk_PlaySfxForCutsceneAfterPlayingOathToOrder(DmStk* this, PlayState* pla
|
|||
case 332:
|
||||
case 335:
|
||||
case 344:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
break;
|
||||
|
||||
case 367:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_BODY_LEV);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_BODY_LEV);
|
||||
break;
|
||||
|
||||
case 470:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_HEADACHE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_HEADACHE);
|
||||
break;
|
||||
|
||||
case 486:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
Audio_PlaySfxAtPos(&this->oathToOrderCutsceneVoicePos, NA_SE_EN_STAL08_CRY_BIG);
|
||||
break;
|
||||
|
||||
|
|
@ -833,11 +833,11 @@ void DmStk_PlaySfxForCutsceneAfterPlayingOathToOrder(DmStk* this, PlayState* pla
|
|||
break;
|
||||
|
||||
case 590:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
break;
|
||||
|
||||
case 592:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_RIDE);
|
||||
break;
|
||||
|
||||
case 594:
|
||||
|
|
@ -849,16 +849,16 @@ void DmStk_PlaySfxForCutsceneAfterPlayingOathToOrder(DmStk* this, PlayState* pla
|
|||
|
||||
if ((play->csCtx.frames >= 62) && (play->csCtx.frames < 273)) {
|
||||
if ((Rand_ZeroOne() < 0.75f) && ((play->state.frames % 2) != 0)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_EARTHQUAKE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_EARTHQUAKE);
|
||||
}
|
||||
}
|
||||
|
||||
if ((play->csCtx.frames >= 498) && (play->csCtx.frames < 577)) {
|
||||
if ((play->state.frames % 4) == 0) {
|
||||
if ((play->state.frames & 4) != 0) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_BODY_LEV);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_BODY_LEV);
|
||||
} else {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -876,16 +876,16 @@ void DmStk_PlaySfxForCutsceneAfterPlayingOathToOrder(DmStk* this, PlayState* pla
|
|||
void DmStk_PlaySfxForMoonWarpCutsceneVersion1(DmStk* this, PlayState* play) {
|
||||
switch (play->csCtx.frames) {
|
||||
case 551:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_PULLED);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_PULLED);
|
||||
break;
|
||||
|
||||
case 711:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
break;
|
||||
|
||||
case 716:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_ON);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_ONGND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_ON);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_ONGND);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -898,16 +898,16 @@ void DmStk_PlaySfxForMoonWarpCutsceneVersion1(DmStk* this, PlayState* play) {
|
|||
void DmStk_PlaySfxForMoonWarpCutsceneVersion2(DmStk* this, PlayState* play) {
|
||||
switch (play->csCtx.frames) {
|
||||
case 311:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_PULLED);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_PULLED);
|
||||
break;
|
||||
|
||||
case 365:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_OFF);
|
||||
break;
|
||||
|
||||
case 372:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_MASK_ON);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_ONGND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_MASK_ON);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_ONGND);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -984,24 +984,24 @@ void DmStk_PlaySfxForCutscenes(DmStk* this, PlayState* play) {
|
|||
|
||||
if (this->animIndex == SK_ANIM_WALK) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 2.0f) || Animation_OnFrame(&this->skelAnime, 6.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_WALK);
|
||||
}
|
||||
} else if (this->animIndex == SK_ANIM_SEARCH_LINK) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 0.0f) || Animation_OnFrame(&this->skelAnime, 13.0f) ||
|
||||
Animation_OnFrame(&this->skelAnime, 20.0f) || Animation_OnFrame(&this->skelAnime, 27.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_PL_CALM_HIT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_PL_CALM_HIT);
|
||||
}
|
||||
} else if (this->animIndex == SK_ANIM_PICK_UP_OCARINA_AND_START_PLAYING) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 3.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_PL_PUT_OUT_ITEM);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_PL_PUT_OUT_ITEM);
|
||||
}
|
||||
} else if (this->animIndex == SK_ANIM_PLAY_OCARINA_AND_LAUGH) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 14.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_UNSKILLFUL_OCARINA);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_UNSKILLFUL_OCARINA);
|
||||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 45.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STAL01_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STAL01_LAUGH);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1225,7 +1225,7 @@ void DmStk_ClockTower_WaitForIntroCutsceneVersion2ToEnd(DmStk* this, PlayState*
|
|||
|
||||
void DmStk_ClockTower_StartDropOcarinaCutscene(DmStk* this, PlayState* play) {
|
||||
if (ActorCutscene_GetCanPlayNext(10)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_DAMAGE);
|
||||
ActorCutscene_Start(10, &this->actor);
|
||||
this->actor.shape.rot.x = 0;
|
||||
this->actor.world.rot.x = this->actor.shape.rot.x;
|
||||
|
|
@ -1280,7 +1280,7 @@ void DmStk_ClockTower_DeflectHit(DmStk* this, PlayState* play) {
|
|||
|
||||
this->animIndex = SK_ANIM_DEFLECT_ATTACK;
|
||||
DmStk_ChangeAnim(this, play, &this->skelAnime, &sAnimationInfo[this->animIndex], 0);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_DOWN_K);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_DOWN_K);
|
||||
this->actionFunc = DmStk_ClockTower_WaitForDeflectionToEnd;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -346,9 +346,9 @@ void func_808A1090(DoorShutter* this, PlayState* play) {
|
|||
Flags_SetSwitch(play, DOORSHUTTER_GET_7F(&this->actor));
|
||||
if (this->doorType != 5) {
|
||||
gSaveContext.save.inventory.dungeonKeys[gSaveContext.mapIndex]--;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_CHAIN_KEY_UNLOCK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_CHAIN_KEY_UNLOCK);
|
||||
} else {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_CHAIN_KEY_UNLOCK_B);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_CHAIN_KEY_UNLOCK_B);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
|
|
@ -416,7 +416,7 @@ s32 func_808A1340(DoorShutter* this, PlayState* play) {
|
|||
if (this->actor.velocity.y == 0.0f) {
|
||||
func_808A1288(this, play);
|
||||
if (this->unk_163 != 7) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_SLIDE_DOOR_OPEN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SLIDE_DOOR_OPEN);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -449,9 +449,9 @@ s32 func_808A1478(DoorShutter* this, PlayState* play, f32 arg2) {
|
|||
|
||||
if (temp == this->unk_168) {
|
||||
if (arg2 == 1.0f) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_METALDOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_METALDOOR_CLOSE);
|
||||
} else {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_METALDOOR_OPEN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_METALDOOR_OPEN);
|
||||
}
|
||||
|
||||
if ((this->unk_160 != -1) && (ActorCutscene_GetCurrentIndex() == this->unk_160)) {
|
||||
|
|
@ -512,7 +512,7 @@ void func_808A1684(DoorShutter* this, PlayState* play) {
|
|||
if (DoorShutter_SetupDoor(this, play)) {
|
||||
this->actor.velocity.y = 30.0f;
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SLIDE_DOOR_CLOSE);
|
||||
}
|
||||
DoorShutter_SetupAction(this, func_808A1B48);
|
||||
}
|
||||
|
|
@ -608,7 +608,7 @@ void func_808A1B48(DoorShutter* this, PlayState* play) {
|
|||
this->actor.floorHeight = this->actor.home.pos.y;
|
||||
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 45.0f, 10, 8.0f, 500, 10, 0);
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BIGWALL_BOUND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BIGWALL_BOUND);
|
||||
|
||||
quakeIndex = Quake_Add(Play_GetCamera(play, CAM_ID_MAIN), QUAKE_TYPE_3);
|
||||
Quake_SetSpeed(quakeIndex, -32536);
|
||||
|
|
|
|||
|
|
@ -328,7 +328,7 @@ void func_808B90CC(DoorWarp1* this, PlayState* play) {
|
|||
DoorWarp1_SetupAction(this, func_808B921C);
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_WARP_HOLE_ENERGY - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WARP_HOLE_ENERGY - SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_808B921C(DoorWarp1* this, PlayState* play) {
|
||||
|
|
@ -349,7 +349,7 @@ void func_808B921C(DoorWarp1* this, PlayState* play) {
|
|||
DoorWarp1_SetupAction(this, func_808B93A0);
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BOSS_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BOSS_WARP_HOLE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_808B93A0(DoorWarp1* this, PlayState* play) {
|
||||
|
|
@ -372,7 +372,7 @@ void func_808B93A0(DoorWarp1* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
func_808BB8D4(this, play, 1);
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BOSS_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BOSS_WARP_HOLE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_808B94A4(DoorWarp1* this, PlayState* play) {
|
||||
|
|
@ -380,7 +380,7 @@ void func_808B94A4(DoorWarp1* this, PlayState* play) {
|
|||
DoorWarp1_SetupAction(this, func_808B921C);
|
||||
}
|
||||
func_808BB8D4(this, play, 1);
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_BOSS_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BOSS_WARP_HOLE - SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_808B9524(DoorWarp1* this, PlayState* play) {
|
||||
|
|
@ -415,14 +415,14 @@ void func_808B958C(DoorWarp1* this, PlayState* play) {
|
|||
}
|
||||
|
||||
Math_SmoothStepToF(&this->unk_1A8, 6.0f, 0.2f, 0.02f, 0.01f);
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_LINK_WARP - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_LINK_WARP - SFX_FLAG);
|
||||
}
|
||||
|
||||
void func_808B96A0(DoorWarp1* this, PlayState* play) {
|
||||
}
|
||||
|
||||
void func_808B96B0(DoorWarp1* this, PlayState* play) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Math_SmoothStepToF(&this->unk_1B0, 255.0f, 0.4f, 10.0f, 0.01f);
|
||||
Math_SmoothStepToF(&this->unk_1B4, 255.0f, 0.4f, 10.0f, 0.01f);
|
||||
|
||||
|
|
@ -442,7 +442,7 @@ void func_808B96B0(DoorWarp1* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_808B977C(DoorWarp1* this, PlayState* play) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
if (func_808B866C(this, play) && !Play_InCsMode(play)) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
|
|
@ -515,7 +515,7 @@ void func_808B9B30(DoorWarp1* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_808B9BE8(DoorWarp1* this, PlayState* play) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Math_SmoothStepToF(&this->unk_1B0, 255.0f, 0.2f, 2.0f, 0.1f);
|
||||
Math_SmoothStepToF(&this->unk_1B4, 255.0f, 0.2f, 2.0f, 0.1f);
|
||||
if (this->unk_1C4 < 10) {
|
||||
|
|
@ -594,7 +594,7 @@ void func_808B9ED8(DoorWarp1* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_808B9F10(DoorWarp1* this, PlayState* play) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WARP_HOLE - SFX_FLAG);
|
||||
if ((this->unk_203 == 0) && func_808B866C(this, play) && !Play_InCsMode(play) && (this->unk_203 == 0)) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
|
|
|
|||
|
|
@ -90,7 +90,7 @@ void func_80BCEC6C(EffKamejimaWave* this, PlayState* play) {
|
|||
this->actor.draw = EffKamejimaWave_Draw;
|
||||
sVtxAlpha = 255;
|
||||
this->actor.shape.rot.x = 0;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_TORTOISE_WAKE_UP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_TORTOISE_WAKE_UP);
|
||||
}
|
||||
} else {
|
||||
this->actor.draw = NULL;
|
||||
|
|
|
|||
|
|
@ -195,7 +195,7 @@ void func_80BEBF78(EffLastday* this, PlayState* play) {
|
|||
case EFFLASTDAY_ACTION_2:
|
||||
if (!this->actor.home.rot.z) {
|
||||
this->actor.home.rot.z = true;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_COMING_FIRE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_COMING_FIRE);
|
||||
}
|
||||
this->actor.draw = EffLastday_Draw;
|
||||
if (this->alpha < 255) {
|
||||
|
|
|
|||
|
|
@ -1173,7 +1173,7 @@ void func_80BEEB20(EnAkindonuts* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (phi_v0) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_AKINDONUTS_HIDE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_AKINDONUTS_HIDE);
|
||||
this->actionFunc = func_80BEEDC0;
|
||||
this->unk_338 = 3;
|
||||
this->collider.dim.height = 64;
|
||||
|
|
@ -1186,12 +1186,12 @@ void func_80BEEB20(EnAkindonuts* this, PlayState* play) {
|
|||
if ((this->unk_338 == 4) || (this->unk_338 == 18)) {
|
||||
this->unk_338 = 17;
|
||||
this->collider.dim.height = 0;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_DOWN);
|
||||
SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, 17);
|
||||
} else if (this->unk_338 == 2) {
|
||||
this->unk_338 = 16;
|
||||
this->collider.dim.height = 32;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_UP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_UP);
|
||||
SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, 16);
|
||||
} else if (this->unk_338 == 17) {
|
||||
phi_v0 = DECR(this->unk_33A);
|
||||
|
|
@ -1433,7 +1433,7 @@ void func_80BEF518(EnAkindonuts* this, PlayState* play) {
|
|||
this->unk_33E = 3;
|
||||
this->unk_338 = 19;
|
||||
SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, this->unk_338);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_DOWN);
|
||||
this->unk_32C &= ~2;
|
||||
this->unk_32C |= 0x80;
|
||||
this->unk_358 = this->actor.world.pos.y;
|
||||
|
|
@ -1492,7 +1492,7 @@ void func_80BEF83C(EnAkindonuts* this, PlayState* play) {
|
|||
this->unk_34C = 0.3f;
|
||||
this->unk_338 = 9;
|
||||
SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, this->unk_338);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_AKINDONUTS_HIDE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_AKINDONUTS_HIDE);
|
||||
this->actionFunc = func_80BEF9F0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -257,7 +257,7 @@ s32 func_80BDE4E0(EnAl* this, s16* arg1, s16 arg2) {
|
|||
}
|
||||
|
||||
if (arg2 == *arg1) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_CHAIR_ROLL);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_CHAIR_ROLL);
|
||||
func_80BDE27C(this, 3);
|
||||
this->unk_4E8 = 0;
|
||||
(*arg1)++;
|
||||
|
|
@ -292,7 +292,7 @@ s32 func_80BDE678(EnAl* this, s16* arg1, s16 arg2) {
|
|||
}
|
||||
|
||||
if (arg2 == *arg1) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_CHAIR_ROLL);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_CHAIR_ROLL);
|
||||
func_80BDE27C(this, 4);
|
||||
this->unk_4E8 = 0;
|
||||
(*arg1)++;
|
||||
|
|
|
|||
|
|
@ -198,7 +198,7 @@ void EnAm_SpawnEffects(EnAm* this, PlayState* play) {
|
|||
effectPos.z = randPlusMinusPoint5Scaled(65.0f) + this->actor.world.pos.z;
|
||||
EffectSsKirakira_SpawnSmall(play, &effectPos, &sVelocity, &sAccel, &D_808B1118, &D_808B111C);
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_AMOS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_AMOS_WALK);
|
||||
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos, 4.0f, 3, 8.0f, 300, 15, 0);
|
||||
}
|
||||
|
||||
|
|
@ -231,8 +231,8 @@ void EnAm_RemoveEnemyTexture(EnAm* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void EnAm_WakeUp(EnAm* this) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_AMOS_WAVE);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_AMOS_VOICE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_AMOS_WAVE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_AMOS_VOICE);
|
||||
this->returnHomeTimer = 300;
|
||||
this->actionFunc = EnAm_ApplyEnemyTexture;
|
||||
}
|
||||
|
|
@ -372,7 +372,7 @@ void func_808B066C(EnAm* this, PlayState* play) {
|
|||
this->armosYaw = this->actor.yawTowardsPlayer;
|
||||
func_808B0208(this, play);
|
||||
if (this->armosYaw == this->actor.shape.rot.y) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_AMOS_VOICE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_AMOS_VOICE);
|
||||
func_808B0358(this);
|
||||
}
|
||||
}
|
||||
|
|
@ -384,7 +384,7 @@ void EnAm_TakeDamage(EnAm* this, PlayState* play) {
|
|||
func_800BE504(&this->actor, &this->enemyCollider);
|
||||
this->actor.speedXZ = 6.0f;
|
||||
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, Animation_GetLastFrame(&gArmosTakeDamageAnim) - 10);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_EYEGOLE_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_EYEGOLE_DAMAGE);
|
||||
this->enemyCollider.base.acFlags &= ~AC_ON;
|
||||
this->textureBlend = 255;
|
||||
this->actionFunc = func_808B07A8;
|
||||
|
|
@ -426,7 +426,7 @@ void func_808B0894(EnAm* this, PlayState* play) {
|
|||
if (bomb != NULL) {
|
||||
bomb->timer = 0;
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_EYEGOLE_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_EYEGOLE_DEAD);
|
||||
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0xB0);
|
||||
|
||||
for (i = 0; i < 8; i++) {
|
||||
|
|
|
|||
|
|
@ -225,7 +225,7 @@ void EnAni_FallToGround(EnAni* this, PlayState* play) {
|
|||
Quake_SetQuakeValues(quakeIndex, 7, 0, 0, 0);
|
||||
Quake_SetCountdown(quakeIndex, 20);
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_HAMMER_HIT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_HAMMER_HIT);
|
||||
}
|
||||
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0x2, 0x7D0, 0x100);
|
||||
|
|
|
|||
|
|
@ -176,22 +176,22 @@ void func_8088A594(EnArrow* this, PlayState* play) {
|
|||
|
||||
switch (this->actor.params) {
|
||||
case ENARROW_6:
|
||||
func_800B8E58(player, NA_SE_IT_SLING_SHOT);
|
||||
Player_PlaySfx(player, NA_SE_IT_SLING_SHOT);
|
||||
break;
|
||||
|
||||
case ENARROW_0:
|
||||
case ENARROW_1:
|
||||
case ENARROW_2:
|
||||
func_800B8E58(player, NA_SE_IT_ARROW_SHOT);
|
||||
Player_PlaySfx(player, NA_SE_IT_ARROW_SHOT);
|
||||
break;
|
||||
|
||||
case ENARROW_3:
|
||||
case ENARROW_4:
|
||||
case ENARROW_5:
|
||||
func_800B8E58(player, NA_SE_IT_MAGIC_ARROW_SHOT);
|
||||
Player_PlaySfx(player, NA_SE_IT_MAGIC_ARROW_SHOT);
|
||||
|
||||
case ENARROW_7:
|
||||
func_800B8E58(player, NA_SE_PL_DEKUNUTS_FIRE);
|
||||
Player_PlaySfx(player, NA_SE_PL_DEKUNUTS_FIRE);
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
@ -289,7 +289,7 @@ void func_8088AA98(EnArrow* this, PlayState* play) {
|
|||
EffectSsGSplash_Spawn(play, &sp44, NULL, NULL, 0, 300);
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_DIVE_INTO_WATER_L);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_DIVE_INTO_WATER_L);
|
||||
|
||||
EffectSsGRipple_Spawn(play, &sp44, 100, 500, 0);
|
||||
EffectSsGRipple_Spawn(play, &sp44, 100, 500, 4);
|
||||
|
|
@ -403,7 +403,7 @@ void func_8088ACE0(EnArrow* this, PlayState* play) {
|
|||
this->unk_261 |= 2;
|
||||
Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.prevPos);
|
||||
func_8088A7D8(play, this);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_HOOKSHOT_STICK_CRE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_HOOKSHOT_STICK_CRE);
|
||||
}
|
||||
} else if (this->unk_262 != 0) {
|
||||
this->actionFunc = func_8088B630;
|
||||
|
|
@ -416,7 +416,7 @@ void func_8088ACE0(EnArrow* this, PlayState* play) {
|
|||
if ((this->actor.params >= ENARROW_3) && (this->actor.params < ENARROW_6)) {
|
||||
this->actor.draw = NULL;
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_ARROW_STICK_OBJ);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_ARROW_STICK_OBJ);
|
||||
this->unk_261 |= 1;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -408,12 +408,12 @@ void EnAttackNiw_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
if (this->crySfxTimer == 0) {
|
||||
this->crySfxTimer = 30;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_CHICKEN_CRY_A);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_CHICKEN_CRY_A);
|
||||
}
|
||||
|
||||
if (this->flutterSfxTimer == 0) {
|
||||
this->flutterSfxTimer = 7;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_CHICKEN_FLUTTER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_CHICKEN_FLUTTER);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -593,7 +593,7 @@ void func_80A95CEC(EnAz* this, PlayState* play) {
|
|||
func_800B9010(&this->actor, NA_SE_EV_HONEYCOMB_FALL - SFX_FLAG);
|
||||
} else {
|
||||
if (this->actor.bgCheckFlags & 2) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_GERUDOFT_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_DOWN);
|
||||
}
|
||||
if (SubS_StartActorCutscene(&this->actor, 0x7C, this->unk_3D0[0], SUBS_CUTSCENE_NORMAL)) {
|
||||
func_80A97C0C(this, play);
|
||||
|
|
@ -625,7 +625,7 @@ void func_80A95E88(EnAz* this, PlayState* play) {
|
|||
if (this->actor.depthInWater > 8.0f) {
|
||||
if (this->unk_374 & 2) {
|
||||
if ((this->skelAnime.curFrame < this->skelAnime.playSpeed) && (this->skelAnime.curFrame >= 0.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BEAVER_SWIM_HAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BEAVER_SWIM_HAND);
|
||||
}
|
||||
} else {
|
||||
func_800B9010(&this->actor, NA_SE_EV_BEAVER_SWIM_MOTOR - SFX_FLAG);
|
||||
|
|
@ -1574,7 +1574,7 @@ void func_80A97F9C(EnAz* this, PlayState* play) {
|
|||
if (this->actor.depthInWater > 8.0f) {
|
||||
if (this->unk_374 & 2) {
|
||||
if ((this->skelAnime.curFrame < this->skelAnime.playSpeed) && (this->skelAnime.curFrame >= 0.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BEAVER_SWIM_HAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BEAVER_SWIM_HAND);
|
||||
}
|
||||
} else {
|
||||
func_800B9010(&this->actor, NA_SE_EV_BEAVER_SWIM_MOTOR - SFX_FLAG);
|
||||
|
|
@ -1638,10 +1638,10 @@ void EnAz_Update(Actor* thisx, PlayState* play2) {
|
|||
this->actionFunc(this, play);
|
||||
Actor_SetFocus(&this->actor, 40.0f);
|
||||
if (this->unk_374 & 0x200) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_DIVE_INTO_WATER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_DIVE_INTO_WATER);
|
||||
}
|
||||
if (this->unk_374 & 0x400) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_JUMP_OUT_WATER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_JUMP_OUT_WATER);
|
||||
}
|
||||
this->unk_37E++;
|
||||
if (this->unk_37E >= 4) {
|
||||
|
|
|
|||
|
|
@ -690,7 +690,7 @@ void EnBaba_KnockedOver(EnBaba* this, PlayState* play) {
|
|||
|
||||
if (this->animIndex == BOMB_SHOP_LADY_ANIM_KNOCKED_OVER) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 0.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_VO_BBVO00);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_VO_BBVO00);
|
||||
}
|
||||
|
||||
if (curFrame == endFrame) {
|
||||
|
|
|
|||
|
|
@ -160,7 +160,7 @@ void EnBaguo_UndergroundIdle(EnBaguo* this, PlayState* play) {
|
|||
this->action = NEJIRON_ACTION_INACTIVE;
|
||||
if (this->actor.xzDistToPlayer < 200.0f && Player_GetMask(play) != PLAYER_MASK_STONE) {
|
||||
this->actor.draw = EnBaguo_DrawBody;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BAKUO_APPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BAKUO_APPEAR);
|
||||
this->actor.world.rot.z = 0;
|
||||
this->actor.world.rot.x = this->actor.world.rot.z;
|
||||
this->actor.flags &= ~ACTOR_FLAG_8000000;
|
||||
|
|
@ -205,7 +205,7 @@ void EnBaguo_Idle(EnBaguo* this, PlayState* play) {
|
|||
if ((play->gameplayFrames % 8) == 0) {
|
||||
Actor_SpawnFloorDustRing(play, &this->actor, &this->actor.world.pos,
|
||||
this->actor.shape.shadowScale - 20.0f, 10, 8.0f, 500, 10, 1);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BAKUO_VOICE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BAKUO_VOICE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -265,7 +265,7 @@ void EnBaguo_Roll(EnBaguo* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BAKUO_ROLL - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BAKUO_ROLL - SFX_FLAG);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -290,7 +290,7 @@ void EnBaguo_RetreatUnderground(EnBaguo* this, PlayState* play) {
|
|||
this->actor.shape.yOffset = -3000.0f;
|
||||
this->actor.draw = EnBaguo_DrawBody;
|
||||
Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.home.pos);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BAKUO_APPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BAKUO_APPEAR);
|
||||
this->actor.flags |= ACTOR_FLAG_8000000;
|
||||
this->actor.flags &= ~ACTOR_FLAG_1;
|
||||
this->actionFunc = EnBaguo_UndergroundIdle;
|
||||
|
|
@ -346,8 +346,8 @@ void EnBaguo_CheckForDetonation(EnBaguo* this, PlayState* play) {
|
|||
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x, this->actor.world.pos.y,
|
||||
this->actor.world.pos.z, 0, 0, 0, CLEAR_TAG_POP);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BAKUO_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BAKUO_DEAD);
|
||||
|
||||
this->timer = 30;
|
||||
this->actor.flags |= ACTOR_FLAG_8000000;
|
||||
|
|
|
|||
|
|
@ -193,7 +193,7 @@ void EnBat_StepAnimation(EnBat* this, s32 frameStep) {
|
|||
this->animationFrame -= ARRAY_COUNT(sWingsDLs);
|
||||
}
|
||||
if ((prevFrame < BAD_BAT_FLAP_FRAME) && (this->animationFrame >= BAD_BAT_FLAP_FRAME)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_FFLY_FLY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FFLY_FLY);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -299,7 +299,7 @@ void EnBat_DiveAttack(EnBat* this, PlayState* play) {
|
|||
(this->actor.depthInWater > -40.0f)) {
|
||||
if (this->collider.base.atFlags & AT_HIT) {
|
||||
this->collider.base.atFlags &= ~AT_HIT;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_FFLY_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FFLY_ATTACK);
|
||||
}
|
||||
this->collider.base.atFlags &= ~AT_ON;
|
||||
sNumberAttacking--;
|
||||
|
|
@ -320,7 +320,7 @@ void EnBat_SetupDie(EnBat* this, PlayState* play) {
|
|||
this->actor.speedXZ *= Math_CosS(this->actor.world.rot.x);
|
||||
this->actor.bgCheckFlags &= ~1;
|
||||
this->actor.velocity.y = 0.0f;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_FFLY_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_FFLY_DEAD);
|
||||
|
||||
if (this->actor.colChkInfo.damageEffect == BAD_BAT_DMGEFF_ICE) {
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX;
|
||||
|
|
@ -400,7 +400,7 @@ void EnBat_SetupStunned(EnBat* this) {
|
|||
this->actor.speedXZ = 0.0f;
|
||||
this->actor.world.pos.y += 13.0f;
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
Actor_SetColorFilter(&this->actor, 0, 255, 0, this->timer);
|
||||
this->actionFunc = EnBat_Stunned;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -255,9 +255,9 @@ void EnBb_FlyIdle(EnBb* this, PlayState* play) {
|
|||
EnBb_UpdateStateForFlying(this);
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
} else if ((Animation_OnFrame(&this->skelAnime, 0.0f)) && (Rand_ZeroOne() < 0.1f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_LAUGH);
|
||||
}
|
||||
|
||||
DECR(this->attackWaitTimer);
|
||||
|
|
@ -288,11 +288,11 @@ void EnBb_Attack(EnBb* this, PlayState* play) {
|
|||
EnBb_UpdateStateForFlying(this);
|
||||
|
||||
if ((Animation_OnFrame(&this->skelAnime, 0.0f)) || (Animation_OnFrame(&this->skelAnime, 5.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_MOUTH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_MOUTH);
|
||||
} else if ((Animation_OnFrame(&this->skelAnime, 2.0f)) || (Animation_OnFrame(&this->skelAnime, 7.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
} else if ((Animation_OnFrame(&this->skelAnime, 0.0f)) && (Rand_ZeroOne() < 0.1f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_LAUGH);
|
||||
}
|
||||
|
||||
this->timer--;
|
||||
|
|
@ -313,7 +313,7 @@ void EnBb_SetupDown(EnBb* this) {
|
|||
this->flameScaleY = 0.0f;
|
||||
this->flameScaleX = 0.0f;
|
||||
this->actor.gravity = -2.0f;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_DOWN);
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
this->actionFunc = EnBb_Down;
|
||||
}
|
||||
|
|
@ -326,9 +326,9 @@ void EnBb_Down(EnBb* this, PlayState* play) {
|
|||
EnBb_CheckForWall(this);
|
||||
|
||||
if (this->actor.bgCheckFlags & 1) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_EYEGOLE_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_EYEGOLE_ATTACK);
|
||||
if (this->timer == 0) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_UP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_UP);
|
||||
EnBb_SetupFlyIdle(this);
|
||||
return;
|
||||
}
|
||||
|
|
@ -346,7 +346,7 @@ void EnBb_Down(EnBb* this, PlayState* play) {
|
|||
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
}
|
||||
|
||||
if (this->timer > 0) {
|
||||
|
|
@ -412,7 +412,7 @@ void EnBb_Dead(EnBb* this, PlayState* play) {
|
|||
|
||||
void EnBb_SetupDamage(EnBb* this) {
|
||||
this->collider.base.acFlags &= ~AC_ON;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
|
||||
func_800BE568(&this->actor, &this->collider);
|
||||
|
||||
if (this->actor.colChkInfo.damageEffect == EN_BB_DMGEFF_ZORA_MAGIC) {
|
||||
|
|
@ -565,7 +565,7 @@ void EnBb_UpdateDamage(EnBb* this, PlayState* play) {
|
|||
this->collider.base.atFlags &= ~AT_HIT;
|
||||
this->actor.world.rot.y = this->actor.yawTowardsPlayer + 0x8000;
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_BITE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_BITE);
|
||||
|
||||
if (this->flameScaleX > 0.0f) {
|
||||
gSaveContext.jinxTimer = 1200;
|
||||
|
|
|
|||
|
|
@ -223,7 +223,7 @@ s32 EnBbfall_IsTouchingLava(EnBbfall* this, PlayState* play) {
|
|||
|
||||
void EnBbfall_PlaySfx(EnBbfall* this) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 0.0f) || Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_MOUTH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_MOUTH);
|
||||
}
|
||||
|
||||
func_800B9010(&this->actor, NA_SE_EN_BUBLEFALL_FIRE - SFX_FLAG);
|
||||
|
|
@ -306,7 +306,7 @@ void EnBbfall_SetupEmerge(EnBbfall* this) {
|
|||
this->actor.velocity.y = 17.0f;
|
||||
EnBbfall_EnableColliders(this);
|
||||
this->actor.flags |= ACTOR_FLAG_1;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLEFALL_APPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEFALL_APPEAR);
|
||||
this->actionFunc = EnBbfall_Emerge;
|
||||
}
|
||||
|
||||
|
|
@ -376,7 +376,7 @@ void EnBbfall_SetupDown(EnBbfall* this) {
|
|||
this->flameScaleY = 0.0f;
|
||||
this->flameScaleX = 0.0f;
|
||||
this->actor.gravity = -2.0f;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_DOWN);
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
this->actionFunc = EnBbfall_Down;
|
||||
}
|
||||
|
|
@ -391,9 +391,9 @@ void EnBbfall_Down(EnBbfall* this, PlayState* play) {
|
|||
return;
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_EYEGOLE_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_EYEGOLE_ATTACK);
|
||||
if (this->timer == 0) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_UP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_UP);
|
||||
EnBbfall_EnableColliders(this);
|
||||
this->actor.velocity.y = 8.0f;
|
||||
EnBbfall_SetupFly(this);
|
||||
|
|
@ -413,7 +413,7 @@ void EnBbfall_Down(EnBbfall* this, PlayState* play) {
|
|||
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_WING);
|
||||
}
|
||||
|
||||
if (this->timer > 0) {
|
||||
|
|
@ -478,7 +478,7 @@ void EnBbfall_Dead(EnBbfall* this, PlayState* play) {
|
|||
|
||||
void EnBbfall_SetupDamage(EnBbfall* this) {
|
||||
this->collider.base.acFlags &= ~AC_ON;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLE_DAMAGE);
|
||||
func_800BE5CC(&this->actor, &this->collider, 0);
|
||||
|
||||
if (this->actor.colChkInfo.damageEffect == EN_BBFALL_DMGEFF_ZORA_MAGIC) {
|
||||
|
|
|
|||
|
|
@ -262,7 +262,7 @@ void EnBee_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BEE_FLY - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BEE_FLY - SFX_FLAG);
|
||||
EnBee_UpdateDamage(this, play);
|
||||
Math_Vec3s_Copy(&this->actor.shape.rot, &this->actor.world.rot);
|
||||
Actor_SetFocus(&this->actor, 0.0f);
|
||||
|
|
|
|||
|
|
@ -237,7 +237,7 @@ void EnBigokuta_SetupRise(EnBigokuta* this, PlayState* play) {
|
|||
EffectSsGSplash_Spawn(play, &splashPos, NULL, NULL, 0, Rand_S16Offset(1000, 200));
|
||||
angle = BINANG_ADD(angle, 0x2000);
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_DAIOCTA_LAND);
|
||||
Actor_PlaySfx(&this->picto.actor, NA_SE_EN_DAIOCTA_LAND);
|
||||
this->actionFunc = EnBigokuta_RiseOutOfWater;
|
||||
}
|
||||
|
||||
|
|
@ -259,7 +259,7 @@ void EnBigokuta_IdleAboveWater(EnBigokuta* this, PlayState* play) {
|
|||
Math_ApproachS(&this->picto.actor.shape.rot.y, this->picto.actor.yawTowardsPlayer, 5, 0x1000);
|
||||
|
||||
if ((this->picto.actor.xzDistToPlayer > 400.0f) || (this->picto.actor.playerHeightRel > 200.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_DAIOCTA_SINK);
|
||||
Actor_PlaySfx(&this->picto.actor, NA_SE_EN_DAIOCTA_SINK);
|
||||
EnBigokuta_SetupIdle(this);
|
||||
} else if ((this->picto.actor.xzDistToPlayer < 200.0f) && play->grabPlayer(play, GET_PLAYER(play))) {
|
||||
EnBigokuta_SetupSuckInPlayer(this, play);
|
||||
|
|
@ -295,7 +295,7 @@ void EnBigokuta_SetupSuckInPlayer(EnBigokuta* this, PlayState* play) {
|
|||
this->playerHoldPos.y = (this->picto.actor.home.pos.y - 49.5f) + 42.899998f;
|
||||
this->playerHoldPos.z = (Math_CosS(this->picto.actor.shape.rot.y) * 66.0f) + this->picto.actor.world.pos.z;
|
||||
|
||||
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_SLIME_DEAD);
|
||||
Actor_PlaySfx(&this->picto.actor, NA_SE_EN_SLIME_DEAD);
|
||||
this->actionFunc = EnBigokuta_SuckInPlayer;
|
||||
}
|
||||
|
||||
|
|
@ -347,7 +347,7 @@ void EnBigokuta_HoldPlayer(EnBigokuta* this, PlayState* play) {
|
|||
|
||||
if (this->timer == 0) {
|
||||
EnBigokuta_ShootPlayer(this, play);
|
||||
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_DAIOCTA_REVERSE);
|
||||
Actor_PlaySfx(&this->picto.actor, NA_SE_EN_DAIOCTA_REVERSE);
|
||||
}
|
||||
} else if (this->timer == -24) {
|
||||
EnBigokuta_SetupIdleAboveWater(this);
|
||||
|
|
@ -396,7 +396,7 @@ void EnBigokuta_PlayDeathCutscene(EnBigokuta* this, PlayState* play) {
|
|||
|
||||
void EnBigokuta_SetupDeathEffects(EnBigokuta* this) {
|
||||
Animation_MorphToPlayOnce(&this->skelAnime, &gBigOctoDeathAnim, -5.0f);
|
||||
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_DAIOCTA_DEAD2);
|
||||
Actor_PlaySfx(&this->picto.actor, NA_SE_EN_DAIOCTA_DEAD2);
|
||||
this->picto.actor.flags &= ~1;
|
||||
this->timer = 10;
|
||||
this->actionFunc = EnBigokuta_PlayDeathEffects;
|
||||
|
|
@ -422,7 +422,7 @@ void EnBigokuta_PlayDeathEffects(EnBigokuta* this, PlayState* play) {
|
|||
dustPos.z = this->picto.actor.world.pos.z;
|
||||
|
||||
func_800B0DE0(play, &dustPos, &gZeroVec3f, &gZeroVec3f, &D_80AC45B0, &D_80AC45B4, 1200, 20);
|
||||
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_OCTAROCK_DEAD2);
|
||||
Actor_PlaySfx(&this->picto.actor, NA_SE_EN_OCTAROCK_DEAD2);
|
||||
}
|
||||
} else {
|
||||
this->picto.actor.world.pos.y -= 0.2f;
|
||||
|
|
|
|||
|
|
@ -219,7 +219,7 @@ void func_80A2778C(EnBigpamet* this) {
|
|||
ptr->unk_20 = Rand_ZeroFloat(0.0025000002f) + 0.002f;
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_B_PAMET_BREAK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_B_PAMET_BREAK);
|
||||
}
|
||||
|
||||
void func_80A27970(EnBigpamet* this, PlayState* play2) {
|
||||
|
|
@ -295,7 +295,7 @@ void func_80A27B58(EnBigpamet* this) {
|
|||
ptr->unk_20 = Rand_ZeroFloat(0.0025000002f) + 0.002f;
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_B_PAMET_BREAK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_B_PAMET_BREAK);
|
||||
}
|
||||
|
||||
void func_80A27DD8(EnBigpamet* this, PlayState* play) {
|
||||
|
|
@ -447,8 +447,8 @@ void func_80A284E4(EnBigpamet* this) {
|
|||
this->unk_2A8 = 1.0f;
|
||||
this->unk_2A4 = 1.0f;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_B_PAMET_VOICE);
|
||||
Actor_PlaySfxAtPos(this->actor.parent, NA_SE_EN_FROG_VOICE1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_B_PAMET_VOICE);
|
||||
Actor_PlaySfx(this->actor.parent, NA_SE_EN_FROG_VOICE1);
|
||||
this->actionFunc = func_80A2855C;
|
||||
}
|
||||
|
||||
|
|
@ -469,7 +469,7 @@ void func_80A28618(EnBigpamet* this) {
|
|||
this->actor.draw = func_80A2966C;
|
||||
this->unk_2A8 = 0.5f;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_PAMET_CUTTER_ON);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_PAMET_CUTTER_ON);
|
||||
this->actionFunc = func_80A2866C;
|
||||
}
|
||||
|
||||
|
|
@ -557,7 +557,7 @@ void func_80A287E8(EnBigpamet* this, PlayState* play) {
|
|||
}
|
||||
|
||||
void func_80A28970(EnBigpamet* this) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_PAMET_CUTTER_OFF);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_PAMET_CUTTER_OFF);
|
||||
this->actor.shape.rot.z = 0;
|
||||
this->collider.base.atFlags &= ~AT_ON;
|
||||
this->collider.info.bumper.dmgFlags = 0xF7CFFFFF;
|
||||
|
|
@ -642,14 +642,14 @@ void func_80A28B98(EnBigpamet* this, PlayState* play) {
|
|||
collectible->world.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos);
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_B_PAMET_REVERSE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_B_PAMET_REVERSE);
|
||||
this->actionFunc = func_80A28D0C;
|
||||
}
|
||||
|
||||
void func_80A28D0C(EnBigpamet* this, PlayState* play) {
|
||||
SkelAnime_Update(&this->skelAnime2);
|
||||
if (this->actor.bgCheckFlags & 1) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_HIPLOOP_LAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_HIPLOOP_LAND);
|
||||
func_80A27FE8(this, play);
|
||||
func_80A28D80(this);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -259,7 +259,7 @@ void EnBigpo_UpdateSpin(EnBigpo* this) {
|
|||
|
||||
this->actor.shape.rot.y += this->rotVelocity;
|
||||
if ((oldYaw < 0) && (this->actor.shape.rot.y > 0)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_PO_ROLL); // spinning sfx during spin attack
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_PO_ROLL); // spinning sfx during spin attack
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -395,7 +395,7 @@ void EnBigpo_SpawnCutsceneStage5(EnBigpo* this) {
|
|||
Animation_PlayLoop(&this->skelAnime, &gBigpoAwakenStretchAnim);
|
||||
this->actor.draw = EnBigpo_DrawMainBigpo;
|
||||
Actor_SetScale(&this->actor, 0.014f);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_APPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_APPEAR);
|
||||
this->actionFunc = EnBigpo_SpawnCutsceneStage6;
|
||||
}
|
||||
|
||||
|
|
@ -483,7 +483,7 @@ void EnBigpo_SetupWarpOut(EnBigpo* this) {
|
|||
this->idleTimer = 32;
|
||||
this->actor.flags &= ~ACTOR_FLAG_1; // targetable OFF
|
||||
this->actor.speedXZ = 0.0f;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_PO_DISAPPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DISAPPEAR);
|
||||
this->actionFunc = EnBigpo_WarpingOut;
|
||||
}
|
||||
|
||||
|
|
@ -505,7 +505,7 @@ void EnBigpo_SetupWarpIn(EnBigpo* this, PlayState* play) {
|
|||
f32 distance = CLAMP_MIN(this->actor.xzDistToPlayer, 200.0f);
|
||||
s16 randomYaw = ((s32)Rand_Next() >> 0x14) + this->actor.yawTowardsPlayer;
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_APPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_APPEAR);
|
||||
Animation_PlayLoop(&this->skelAnime, &gBigpoAwakenStretchAnim);
|
||||
this->rotVelocity = 0x2000;
|
||||
this->actor.world.pos.x = (Math_SinS(randomYaw) * distance) + player->actor.world.pos.x;
|
||||
|
|
@ -725,7 +725,7 @@ void EnBigpo_BurnAwayDeath(EnBigpo* this, PlayState* play) {
|
|||
func_800B9010(&this->actor, NA_SE_EN_COMMON_EXTINCT_LEV - SFX_FLAG); // burning sfx
|
||||
}
|
||||
if (this->idleTimer == 18) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_WIZ_DISAPPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_WIZ_DISAPPEAR);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -795,7 +795,7 @@ void EnBigpo_SpawnScoopSoul(EnBigpo* this) {
|
|||
this->actor.scale.x = 0.0f;
|
||||
this->actor.scale.y = 0.0f;
|
||||
this->savedHeight = this->actor.world.pos.y;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_METAL_BOX_BOUND); // misnamed?
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_METAL_BOX_BOUND); // misnamed?
|
||||
this->actionFunc = EnBigpo_ScoopSoulAppearing;
|
||||
}
|
||||
|
||||
|
|
@ -824,7 +824,7 @@ void EnBigpo_ScoopSoulIdle(EnBigpo* this, PlayState* play) {
|
|||
|
||||
if (this->idleTimer == 0) {
|
||||
// took too long, soul is leaving
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_PO_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_PO_LAUGH);
|
||||
EnBigpo_SetupScoopSoulLeaving(this);
|
||||
} else {
|
||||
Actor_PickUp(&this->actor, play, GI_MAX, 35.0f, 60.0f);
|
||||
|
|
@ -1123,13 +1123,13 @@ s32 EnBigpo_ApplyDamage(EnBigpo* this, PlayState* play) {
|
|||
|
||||
if (Actor_ApplyDamage(&this->actor) == 0) {
|
||||
this->actor.flags &= ~ACTOR_FLAG_1; // targetable OFF
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_PO_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DEAD);
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
if (this->actor.params == ENBIGPO_SUMMONED) { // dampe type
|
||||
Audio_RestorePrevBgm();
|
||||
}
|
||||
} else {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_PO_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DAMAGE);
|
||||
}
|
||||
|
||||
// light arrows
|
||||
|
|
@ -1164,7 +1164,7 @@ void EnBigpo_Update(Actor* thisx, PlayState* play) {
|
|||
this->unk20C = 0;
|
||||
}
|
||||
if (this->unk20C == 40) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_PO_LAUGH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_PO_LAUGH);
|
||||
EnBigpo_SetupWarpOut(this);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -772,7 +772,7 @@ void EnBigslime_BreakIntoMinislime(EnBigslime* this, PlayState* play) {
|
|||
this->actor.bgCheckFlags &= ~1;
|
||||
this->formBigslimeTimer = 2;
|
||||
EnBigslime_AddIceShardEffect(this, play);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_B_SLIME_BREAK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_B_SLIME_BREAK);
|
||||
EnBigslime_SetupJumpGekko(this);
|
||||
}
|
||||
|
||||
|
|
@ -1213,7 +1213,7 @@ void EnBigslime_SetTargetVtxToWideCone(EnBigslime* this) {
|
|||
}
|
||||
|
||||
void EnBigslime_SetupSquishFlat(EnBigslime* this) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_B_SLIME_JUMP2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_B_SLIME_JUMP2);
|
||||
this->squishFlatTimer = 20;
|
||||
this->actor.scale.x = 0.2f;
|
||||
this->actor.scale.z = 0.2f;
|
||||
|
|
@ -1412,7 +1412,7 @@ void EnBigslime_SetupRise(EnBigslime* this) {
|
|||
Animation_PlayLoop(&this->skelAnime, &gGekkoSwimForwardAnim);
|
||||
EnBigslime_GekkoSfxOutsideBigslime(this, NA_SE_EN_FROG_JUMP_ABOVE);
|
||||
EnBigslime_GekkoSfxOutsideBigslime(this, NA_SE_EN_UTSUBO_APPEAR_TRG);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_B_SLIME_JUMP1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_B_SLIME_JUMP1);
|
||||
this->riseCounter = 0;
|
||||
this->bigslimeCollider[0].base.atFlags &= ~AT_ON;
|
||||
this->actor.gravity = 0.0f;
|
||||
|
|
@ -1515,7 +1515,7 @@ void EnBigslime_SetupCutsceneGrabPlayer(EnBigslime* this, PlayState* play) {
|
|||
|
||||
this->subCamYawGrabPlayer += this->actor.world.rot.y;
|
||||
Animation_PlayLoop(&this->skelAnime, &gGekkoBoxingStanceAnim);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_B_SLIME_EAT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_B_SLIME_EAT);
|
||||
this->actionFunc = EnBigslime_CutsceneGrabPlayer;
|
||||
}
|
||||
|
||||
|
|
@ -1624,7 +1624,7 @@ void EnBigslime_AttackPlayerInBigslime(EnBigslime* this, PlayState* play) {
|
|||
}
|
||||
|
||||
play->damagePlayer(play, -4);
|
||||
func_800B8E58(player, player->ageProperties->voiceSfxIdOffset + NA_SE_VO_LI_DAMAGE_S);
|
||||
Player_PlaySfx(player, player->ageProperties->voiceSfxIdOffset + NA_SE_VO_LI_DAMAGE_S);
|
||||
this->gekkoRot.y += (s16)(Rand_S16Offset(0x4000, 0x4000) * (Rand_ZeroOne() < 0.5f ? -1 : 1));
|
||||
this->gekkoPosOffset.x = Math_SinS(this->gekkoRot.y) * -50.0f;
|
||||
this->gekkoPosOffset.z = Math_CosS(this->gekkoRot.y) * -50.0f;
|
||||
|
|
@ -1701,7 +1701,7 @@ void EnBigslime_WindupThrowPlayer(EnBigslime* this, PlayState* play) {
|
|||
this->gekkoPosOffset.z = Math_CosS(this->gekkoRot.y) * -50.0f;
|
||||
} else {
|
||||
if (this->windupPunchTimer == 0) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_B_SLIME_REVERSE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_B_SLIME_REVERSE);
|
||||
EnBigslime_GekkoSfxInsideBigslime(this, NA_SE_EN_FROG_PUNCH1);
|
||||
}
|
||||
|
||||
|
|
@ -2284,7 +2284,7 @@ void EnBigslime_FormBigslime(EnBigslime* this, PlayState* play) {
|
|||
this->actor.speedXZ = 0.0f;
|
||||
Animation_PlayLoop(&this->skelAnime, &gGekkoSwimForwardAnim);
|
||||
this->formBigslimeCutsceneTimer--;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_B_SLIME_COMBINE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_B_SLIME_COMBINE);
|
||||
} else if (this->isAnimUpdate) {
|
||||
this->formBigslimeCutsceneTimer--;
|
||||
if (this->formBigslimeCutsceneTimer == 0) {
|
||||
|
|
@ -2644,7 +2644,7 @@ void EnBigslime_ApplyDamageEffectGekko(EnBigslime* this, PlayState* play) {
|
|||
EnBigslime_SetupCutscene(this);
|
||||
} else if (this->actor.colChkInfo.damageEffect == BIGSLIME_DMGEFF_ELECTRIC_STUN) {
|
||||
this->stunTimer = 40;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
this->gekkoDrawDmgEffType = ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_SMALL;
|
||||
this->gekkoDrawDmgEffScale = 0.75f;
|
||||
this->gekkoDrawDmgEffAlpha = 2.0f;
|
||||
|
|
@ -2652,7 +2652,7 @@ void EnBigslime_ApplyDamageEffectGekko(EnBigslime* this, PlayState* play) {
|
|||
} else if (this->actor.colChkInfo.damageEffect == BIGSLIME_DMGEFF_STUN ||
|
||||
this->actor.colChkInfo.damageEffect == BIGSLIME_DMGEFF_DEKU_STUN) {
|
||||
this->stunTimer = 40;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
EnBigslime_SetupStunGekko(this);
|
||||
} else if (this->actor.colChkInfo.damageEffect == BIGSLIME_DMGEFF_ICE) {
|
||||
EnBigslime_GekkoFreeze(this);
|
||||
|
|
@ -2722,7 +2722,7 @@ void EnBigslime_AddIceShardEffect(EnBigslime* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_ICE_BROKEN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_ICE_BROKEN);
|
||||
EnBigslime_InitShockwave(this, play);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -182,7 +182,7 @@ s32 EnBjt_Appear(EnBjt* this) {
|
|||
s32 finished = false;
|
||||
|
||||
if (!this->playedSfx) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_TOILET_HAND_APPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_TOILET_HAND_APPEAR);
|
||||
this->playedSfx = true;
|
||||
}
|
||||
|
||||
|
|
@ -207,7 +207,7 @@ s32 EnBjt_Vanish(EnBjt* this) {
|
|||
s32 finished = false;
|
||||
|
||||
if (!this->playedSfx) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_TOILET_HAND_VANISH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_TOILET_HAND_VANISH);
|
||||
this->playedSfx = true;
|
||||
}
|
||||
|
||||
|
|
@ -292,7 +292,7 @@ s32 EnBjt_ChooseBehaviour(Actor* thisx, PlayState* play) {
|
|||
this->playedSfx = false;
|
||||
this->behaviour++;
|
||||
} else if (this->timer == 10) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_TOILET_WATER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_TOILET_WATER);
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
|
|||
|
|
@ -217,7 +217,7 @@ void func_80871058(EnBom* this, PlayState* play) {
|
|||
BINANG_SUB(this->actor.wallYaw - this->actor.world.rot.y + this->actor.wallYaw, 0x8000);
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, this->isPowderKeg ? NA_SE_EV_PUT_DOWN_WOODBOX : NA_SE_EV_BOMB_BOUND);
|
||||
Actor_PlaySfx(&this->actor, this->isPowderKeg ? NA_SE_EV_PUT_DOWN_WOODBOX : NA_SE_EV_BOMB_BOUND);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
this->actor.speedXZ *= 0.7f;
|
||||
this->actor.bgCheckFlags &= ~8;
|
||||
|
|
@ -281,7 +281,7 @@ void func_80871058(EnBom* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & 2) {
|
||||
Actor_PlaySfxAtPos(&this->actor, this->isPowderKeg ? NA_SE_EV_TRE_BOX_BOUND : NA_SE_EV_BOMB_BOUND);
|
||||
Actor_PlaySfx(&this->actor, this->isPowderKeg ? NA_SE_EV_TRE_BOX_BOUND : NA_SE_EV_BOMB_BOUND);
|
||||
if (this->actor.velocity.y < sp58->y) {
|
||||
if ((sp54 == 4) || (sp54 == 14) || (sp54 == 15)) {
|
||||
this->actor.velocity.y = 0.0f;
|
||||
|
|
@ -462,7 +462,7 @@ void EnBom_Update(Actor* thisx, PlayState* play) {
|
|||
}
|
||||
|
||||
if ((!this->isPowderKeg && (this->timer == 67)) || (this->isPowderKeg && (this->timer <= 2400))) {
|
||||
Actor_PlaySfxAtPos(thisx, NA_SE_PL_TAKE_OUT_SHIELD);
|
||||
Actor_PlaySfx(thisx, NA_SE_PL_TAKE_OUT_SHIELD);
|
||||
Actor_SetScale(thisx, enBomScales[this->isPowderKeg]);
|
||||
}
|
||||
|
||||
|
|
@ -491,7 +491,7 @@ void EnBom_Update(Actor* thisx, PlayState* play) {
|
|||
: (this->flashSpeedScale == 3) ? 1
|
||||
: 2);
|
||||
} else {
|
||||
Actor_PlaySfxAtPos(thisx, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
|
||||
Actor_PlaySfx(thisx, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
|
||||
}
|
||||
|
||||
sp80.y += 3.0f;
|
||||
|
|
@ -545,9 +545,9 @@ void EnBom_Update(Actor* thisx, PlayState* play) {
|
|||
this->actionFunc = func_808715B8;
|
||||
if (this->isPowderKeg) {
|
||||
gSaveContext.powderKegTimer = 0;
|
||||
Actor_PlaySfxAtPos(thisx, NA_SE_IT_BIG_BOMB_EXPLOSION);
|
||||
Actor_PlaySfx(thisx, NA_SE_IT_BIG_BOMB_EXPLOSION);
|
||||
} else {
|
||||
Actor_PlaySfxAtPos(thisx, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Actor_PlaySfx(thisx, NA_SE_IT_BOMB_EXPLOSION);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -581,7 +581,7 @@ void EnBom_Update(Actor* thisx, PlayState* play) {
|
|||
this->unk_1FC = KREG(81) + 10;
|
||||
} else if (thisx->bgCheckFlags & 0x40) {
|
||||
thisx->bgCheckFlags &= ~0x40;
|
||||
Actor_PlaySfxAtPos(thisx, NA_SE_EV_BOMB_DROP_WATER);
|
||||
Actor_PlaySfx(thisx, NA_SE_EV_BOMB_DROP_WATER);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -123,27 +123,27 @@ void func_809C49CC(EnBomBowlMan* this) {
|
|||
if ((this->unk_2F8 == 5) &&
|
||||
(Animation_OnFrame(&this->skelAnime, 9.0f) || Animation_OnFrame(&this->skelAnime, 10.0f) ||
|
||||
Animation_OnFrame(&this->skelAnime, 17.0f) || Animation_OnFrame(&this->skelAnime, 18.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
}
|
||||
|
||||
if ((this->unk_2F8 == 0xB) &&
|
||||
(Animation_OnFrame(&this->skelAnime, 4.0f) || Animation_OnFrame(&this->skelAnime, 8.0f) ||
|
||||
Animation_OnFrame(&this->skelAnime, 12.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
}
|
||||
|
||||
if ((this->unk_2F8 == 0x12) &&
|
||||
(Animation_OnFrame(&this->skelAnime, 0.0f) || Animation_OnFrame(&this->skelAnime, 2.0f) ||
|
||||
Animation_OnFrame(&this->skelAnime, 4.0f) || Animation_OnFrame(&this->skelAnime, 6.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
}
|
||||
|
||||
if ((this->unk_2F8 == 0xF) && Animation_OnFrame(&this->skelAnime, 15.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_LAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_LAND);
|
||||
}
|
||||
|
||||
if ((this->unk_2F8 == 6) && Animation_OnFrame(&this->skelAnime, 8.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_LAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_LAND);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -136,7 +136,7 @@ void func_80C05C44(EnBombal* this, PlayState* play) {
|
|||
}
|
||||
|
||||
SET_WEEKEVENTREG(WEEKEVENTREG_83_04);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_MUJURA_BALLOON_BROKEN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_MUJURA_BALLOON_BROKEN);
|
||||
this->timer = 30;
|
||||
this->isPopped = true;
|
||||
this->actionFunc = func_80C05DE8;
|
||||
|
|
|
|||
|
|
@ -165,13 +165,13 @@ void func_80C038B4(EnBombers* this) {
|
|||
if ((this->unk_2C4 == 2) &&
|
||||
(Animation_OnFrame(&this->skelAnime, 9.0f) || Animation_OnFrame(&this->skelAnime, 10.0f) ||
|
||||
Animation_OnFrame(&this->skelAnime, 17.0f) || Animation_OnFrame(&this->skelAnime, 18.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
}
|
||||
|
||||
if ((this->unk_2C4 == 15) &&
|
||||
(Animation_OnFrame(&this->skelAnime, 0.0f) || Animation_OnFrame(&this->skelAnime, 2.0f) ||
|
||||
Animation_OnFrame(&this->skelAnime, 4.0f) || Animation_OnFrame(&this->skelAnime, 6.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -234,7 +234,7 @@ void func_80C04D8C(EnBombers2* this, PlayState* play) {
|
|||
this->textIdIndex = 6;
|
||||
this->actor.textId = sTextIds[this->textIdIndex];
|
||||
func_80151938(play, this->actor.textId);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_SY_PIECE_OF_HEART);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_SY_PIECE_OF_HEART);
|
||||
this->talkState = TEXT_STATE_5;
|
||||
return;
|
||||
}
|
||||
|
|
@ -266,7 +266,7 @@ void func_80C04D8C(EnBombers2* this, PlayState* play) {
|
|||
this->correctDigitSlots[j] = false;
|
||||
}
|
||||
this->textIdIndex = 4;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_SY_ERROR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_SY_ERROR);
|
||||
this->actor.textId = sTextIds[this->textIdIndex];
|
||||
func_80151938(play, this->actor.textId);
|
||||
this->talkState = TEXT_STATE_5;
|
||||
|
|
@ -357,7 +357,7 @@ void EnBombers2_Update(Actor* thisx, PlayState* play) {
|
|||
if ((this->animIndex == 2) &&
|
||||
(Animation_OnFrame(&this->skelAnime, 9.0f) || Animation_OnFrame(&this->skelAnime, 10.0f) ||
|
||||
Animation_OnFrame(&this->skelAnime, 17.0f) || Animation_OnFrame(&this->skelAnime, 18.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
}
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||
if (this->unk_2C0 != 2) {
|
||||
|
|
|
|||
|
|
@ -156,7 +156,7 @@ void func_808AEAE0(EnBombf* this, PlayState* play) {
|
|||
func_800B8C20(&this->actor, &bombf->actor, play);
|
||||
this->timer = 180;
|
||||
this->unk_204 = 0.0f;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_PL_PULL_UP_ROCK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_PL_PULL_UP_ROCK);
|
||||
this->actor.flags &= ~ACTOR_FLAG_1;
|
||||
} else {
|
||||
player->actor.child = NULL;
|
||||
|
|
@ -352,7 +352,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
|
|||
this->actor.world.rot.y =
|
||||
BINANG_SUB(this->actor.wallYaw - this->actor.world.rot.y + this->actor.wallYaw, 0x8000);
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMB_BOUND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMB_BOUND);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
DREG(6) = 1;
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 5.0f, 10.0f, 0.0f, 0x1F);
|
||||
|
|
@ -378,7 +378,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
|
|||
if ((play->gameplayFrames % 2) == 0) {
|
||||
EffectSsGSpk_SpawnFuse(play, &this->actor, &sp68, &sp8C, &sp74);
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_BOMB_IGNIT - SFX_FLAG);
|
||||
sp68.y += 3.0f;
|
||||
func_800B0DE0(play, &sp68, &sp8C, &sp5C, &sp58, &sp58, 0x32, 5);
|
||||
}
|
||||
|
|
@ -407,7 +407,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, sp68.x, sp68.y, sp68.z, 0, 0, 0,
|
||||
CLEAR_TAG_SMALL_EXPLOSION);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
|
||||
play->envCtx.lightSettings.diffuseColor1[0] = play->envCtx.lightSettings.diffuseColor1[1] =
|
||||
play->envCtx.lightSettings.diffuseColor1[2] = 250;
|
||||
|
|
@ -445,7 +445,7 @@ void EnBombf_Update(Actor* thisx, PlayState* play) {
|
|||
|
||||
if (this->actor.bgCheckFlags & 0x40) {
|
||||
this->actor.bgCheckFlags &= ~0x40;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMB_DROP_WATER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMB_DROP_WATER);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -219,21 +219,21 @@ void func_80BFE524(EnBomjima* this) {
|
|||
if ((this->animIndex == 5) &&
|
||||
(Animation_OnFrame(&this->skelAnime, 9.0f) || Animation_OnFrame(&this->skelAnime, 10.0f) ||
|
||||
Animation_OnFrame(&this->skelAnime, 17.0f) || Animation_OnFrame(&this->skelAnime, 18.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
}
|
||||
|
||||
if ((this->animIndex == 18) &&
|
||||
(Animation_OnFrame(&this->skelAnime, 0.0f) || Animation_OnFrame(&this->skelAnime, 2.0f) ||
|
||||
Animation_OnFrame(&this->skelAnime, 4.0f) || Animation_OnFrame(&this->skelAnime, 6.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
}
|
||||
|
||||
if ((this->animIndex == 15) && Animation_OnFrame(&this->skelAnime, 15.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_LAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_LAND);
|
||||
}
|
||||
|
||||
if ((this->animIndex == 6) && Animation_OnFrame(&this->skelAnime, 8.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_LAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_LAND);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -409,7 +409,7 @@ void func_80BFEB64(EnBomjima* this, PlayState* play) {
|
|||
this->unk_2DC = Math_Vec3f_Yaw(&this->actor.world.pos, &this->bombal->actor.world.pos);
|
||||
if (Animation_OnFrame(&this->skelAnime, 19.0f)) {
|
||||
this->unk_2C0 = 5;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_SHOT_BREATH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_SHOT_BREATH);
|
||||
}
|
||||
|
||||
if (this->unk_2C0 == 1) {
|
||||
|
|
@ -848,7 +848,7 @@ void func_80BFFF54(EnBomjima* this, PlayState* play) {
|
|||
|
||||
if (this->animIndex == 8) {
|
||||
if ((D_80C009F4 == 1) && Animation_OnFrame(&this->skelAnime, 7.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_HUMAN_BOUND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_HUMAN_BOUND);
|
||||
D_80C009F4 = 2;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -185,20 +185,20 @@ void func_80C011CC(EnBomjimb* this) {
|
|||
if ((this->unk_2DC == 5) &&
|
||||
(Animation_OnFrame(&this->skelAnime, 9.0f) || Animation_OnFrame(&this->skelAnime, 10.0f) ||
|
||||
Animation_OnFrame(&this->skelAnime, 17.0f) || Animation_OnFrame(&this->skelAnime, 18.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
}
|
||||
|
||||
if ((this->unk_2DC == 19) &&
|
||||
(Animation_OnFrame(&this->skelAnime, 2.0f) || Animation_OnFrame(&this->skelAnime, 6.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_WALK);
|
||||
}
|
||||
|
||||
if ((this->unk_2DC == 18) && Animation_OnFrame(&this->skelAnime, 15.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_LAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_LAND);
|
||||
}
|
||||
|
||||
if ((this->unk_2DC == 7) && Animation_OnFrame(&this->skelAnime, 8.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMBERS_LAND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMBERS_LAND);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -451,7 +451,7 @@ void func_80C01CD0(EnBomjimb* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if ((this->unk_2C0 == 0) && (this->unk_2E4->bgCheckFlags & 1)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_PUT_DOWN_WOODBOX);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_PUT_DOWN_WOODBOX);
|
||||
this->unk_2C0 = 1;
|
||||
}
|
||||
|
||||
|
|
@ -693,7 +693,7 @@ void func_80C02740(EnBomjimb* this, PlayState* play) {
|
|||
if (gSaveContext.save.bombersCaughtNum > 4) {
|
||||
Audio_PlayFanfare(NA_BGM_GET_ITEM | 0x900);
|
||||
} else {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_SY_PIECE_OF_HEART);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_SY_PIECE_OF_HEART);
|
||||
}
|
||||
|
||||
switch (this->unk_2C8) {
|
||||
|
|
@ -749,7 +749,7 @@ void func_80C02A14(EnBomjimb* this, PlayState* play) {
|
|||
player->actor.freezeTimer = 3;
|
||||
if (this->unk_2E0 == 0) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 7.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_HUMAN_BOUND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_HUMAN_BOUND);
|
||||
this->unk_2E0 = 1;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -95,7 +95,7 @@ void func_808A24DC(EnBoom* this, PlayState* play) {
|
|||
EffectSsGSplash_Spawn(play, &sp34, NULL, NULL, 0, 300);
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_DIVE_INTO_WATER_L);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_DIVE_INTO_WATER_L);
|
||||
|
||||
EffectSsGRipple_Spawn(play, &sp34, 100, 500, 0);
|
||||
EffectSsGRipple_Spawn(play, &sp34, 100, 500, 4);
|
||||
|
|
|
|||
|
|
@ -247,7 +247,7 @@ void EnBubble_Fly(EnBubble* this, PlayState* play) {
|
|||
this->velocityFromBounce.y = this->bounceDirection.y * bounceSpeed;
|
||||
this->velocityFromBounce.z = this->bounceDirection.z * bounceSpeed;
|
||||
this->yVelocity = 0.0f;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_AWA_BOUND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_AWA_BOUND);
|
||||
this->modelRotSpeed = 128.0f;
|
||||
this->modelEllipticity = 0.48f;
|
||||
} else if ((this->actor.bgCheckFlags & 0x20) && (bounceDirection.y < 0.0f)) {
|
||||
|
|
@ -266,7 +266,7 @@ void EnBubble_Fly(EnBubble* this, PlayState* play) {
|
|||
this->velocityFromBounce.y = (this->bounceDirection.y * bounceSpeed);
|
||||
this->velocityFromBounce.z = (this->bounceDirection.z * bounceSpeed);
|
||||
this->yVelocity = 0.0f;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_AWA_BOUND);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_AWA_BOUND);
|
||||
this->modelRotSpeed = 128.0f;
|
||||
this->modelEllipticity = 0.48f;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -84,12 +84,12 @@ void EnCha_Ring(EnCha* this, PlayState* play) {
|
|||
|
||||
void EnCha_Idle(EnCha* this, PlayState* play) {
|
||||
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_60_04)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_DOOR_BELL);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_DOOR_BELL);
|
||||
CLEAR_WEEKEVENTREG(WEEKEVENTREG_60_04);
|
||||
this->actor.home.rot.z = 0x7D0;
|
||||
}
|
||||
if (this->collider.base.acFlags & AC_HIT) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_DOOR_BELL);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_DOOR_BELL);
|
||||
this->actor.home.rot.z = 0x7D0;
|
||||
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_51_04)) {
|
||||
SET_WEEKEVENTREG(WEEKEVENTREG_51_04);
|
||||
|
|
|
|||
|
|
@ -167,7 +167,7 @@ void func_80AFDFB4(EnColMan* this, PlayState* play) {
|
|||
this->actor.speedXZ = 2.0f + BREG(56) + Rand_ZeroFloat(2.0f);
|
||||
this->actor.velocity.y = 12.0f + BREG(57) + Rand_ZeroFloat(5.0f);
|
||||
this->hasSetRandomValues = true;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_ANSATSUSYA_ROCK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_ANSATSUSYA_ROCK);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -210,7 +210,7 @@ void func_80AFE25C(EnColMan* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -344,7 +344,7 @@ void EnCow_Update(Actor* thisx, PlayState* play2) {
|
|||
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
if (this->skelAnime.animation == &gCowChewAnim) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_COW_CRY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_COW_CRY);
|
||||
Animation_Change(&this->skelAnime, &gCowMooAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gCowMooAnim),
|
||||
ANIMMODE_ONCE, 1.0f);
|
||||
} else {
|
||||
|
|
|
|||
|
|
@ -189,7 +189,7 @@ void EnCrow_FlyIdle(EnCrow* this, PlayState* play) {
|
|||
} else {
|
||||
this->yawTarget -= Rand_S16Offset(0x1000, 0x1000);
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_CRY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KAICHO_CRY);
|
||||
}
|
||||
|
||||
if ((this->actor.depthInWater > -40.0f) || (this->actor.bgCheckFlags & 1)) {
|
||||
|
|
@ -278,7 +278,7 @@ void EnCrow_DiveAttack(EnCrow* this, PlayState* play) {
|
|||
|
||||
if (this->collider.base.atFlags & AT_HIT) {
|
||||
this->collider.base.atFlags &= ~AT_HIT;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KAICHO_ATTACK);
|
||||
}
|
||||
EnCrow_SetupFlyIdle(this);
|
||||
}
|
||||
|
|
@ -303,7 +303,7 @@ void EnCrow_SetupDamaged(EnCrow* this, PlayState* play) {
|
|||
this->actor.bgCheckFlags &= ~1;
|
||||
scale = (this->actor.scale.x * 100.0f);
|
||||
this->actor.world.pos.y += 20.0f * scale;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KAICHO_DEAD);
|
||||
|
||||
if (this->actor.colChkInfo.damageEffect == GUAY_DMGEFF_ICE) {
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX;
|
||||
|
|
@ -393,7 +393,7 @@ void EnCrow_SetupTurnAway(EnCrow* this) {
|
|||
} else {
|
||||
Actor_SetColorFilter(&this->actor, 0, 255, 0, 40);
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
this->actionFunc = EnCrow_TurnAway;
|
||||
}
|
||||
|
||||
|
|
@ -528,7 +528,7 @@ void EnCrow_Update(Actor* thisx, PlayState* play) {
|
|||
Actor_SetFocus(&this->actor, height);
|
||||
|
||||
if ((this->actor.colChkInfo.health != 0) && (Animation_OnFrame(&this->skelAnime, 3.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_KAICHO_FLUTTER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_KAICHO_FLUTTER);
|
||||
}
|
||||
if (this->drawDmgEffAlpha > 0.0f) {
|
||||
if (this->drawDmgEffType != ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) {
|
||||
|
|
|
|||
|
|
@ -291,7 +291,7 @@ s32 func_80B3E96C(EnDai* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 1:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_SNOWSTORM_HARD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SNOWSTORM_HARD);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_WEATHER_TAG, this->actor.world.pos.x,
|
||||
this->actor.world.pos.y, this->actor.world.pos.z, 0x1388, 0x708, 0x3E8, 0);
|
||||
func_80B3E5DC(this, 3);
|
||||
|
|
@ -456,7 +456,7 @@ void func_80B3F044(EnDai* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 2:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_ROLL_AND_FALL);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_ROLL_AND_FALL);
|
||||
break;
|
||||
|
||||
case 3:
|
||||
|
|
@ -479,27 +479,27 @@ void func_80B3F044(EnDai* this, PlayState* play) {
|
|||
|
||||
case 2:
|
||||
if (play->csCtx.frames == 360) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DAIGOLON_SLEEP3 - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIGOLON_SLEEP3 - SFX_FLAG);
|
||||
}
|
||||
if (Animation_OnFrame(&this->skelAnime, 43.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_GORON_BOUND_1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GORON_BOUND_1);
|
||||
}
|
||||
this->unk_1D6 = func_80B3E8BC(this, this->unk_1CC);
|
||||
break;
|
||||
|
||||
case 3:
|
||||
if (Animation_OnFrame(&this->skelAnime, 6.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DAIGOLON_SLEEP1);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIGOLON_SLEEP1);
|
||||
}
|
||||
this->unk_1D6 = func_80B3E8BC(this, this->unk_1CC);
|
||||
break;
|
||||
|
||||
case 4:
|
||||
if (Animation_OnFrame(&this->skelAnime, 30.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DAIGOLON_SLEEP2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIGOLON_SLEEP2);
|
||||
}
|
||||
if (Animation_OnFrame(&this->skelAnime, 35.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_GORON_BOUND_0);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_GORON_BOUND_0);
|
||||
}
|
||||
this->unk_1D6 = func_80B3E8BC(this, this->unk_1CC);
|
||||
break;
|
||||
|
|
|
|||
|
|
@ -234,7 +234,7 @@ void func_80BE66E4(EnDaiku2* this, PlayState* play) {
|
|||
|
||||
func_800B8614(&this->actor, play, 80.0f);
|
||||
if ((this->unk_276 == 8) && Animation_OnFrame(&this->skelAnime, 6.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_ROCK_BROKEN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_ROCK_BROKEN);
|
||||
|
||||
for (i = 0; i < 10; i++) {
|
||||
Math_Vec3f_Copy(&sp70, &this->actor.world.pos);
|
||||
|
|
|
|||
|
|
@ -363,7 +363,7 @@ void EnDekubaba_SetupGrow(EnDekubaba* this) {
|
|||
|
||||
this->collider.base.colType = COLTYPE_HIT6;
|
||||
this->collider.base.acFlags &= ~AC_HARD;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKU_WAKEUP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKU_WAKEUP);
|
||||
this->actionFunc = EnDekubaba_Grow;
|
||||
}
|
||||
|
||||
|
|
@ -520,9 +520,9 @@ void EnDekubaba_DecideLunge(EnDekubaba* this, PlayState* play) {
|
|||
SkelAnime_Update(&this->skelAnime);
|
||||
if (Animation_OnFrame(&this->skelAnime, 0.0f) || Animation_OnFrame(&this->skelAnime, 12.0f)) {
|
||||
if (this->actor.params == DEKUBABA_BIG) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKU_MOUTH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKU_MOUTH);
|
||||
} else {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_MIZUBABA1_MOUTH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MIZUBABA1_MOUTH);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -604,9 +604,9 @@ void EnDekubaba_Lunge(EnDekubaba* this, PlayState* play) {
|
|||
if (this->timer == 0) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 1.0f)) {
|
||||
if (this->actor.params == DEKUBABA_BIG) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKU_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKU_ATTACK);
|
||||
} else {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_MIZUBABA1_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MIZUBABA1_ATTACK);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -638,9 +638,9 @@ void EnDekubaba_Lunge(EnDekubaba* this, PlayState* play) {
|
|||
|
||||
if (Animation_OnFrame(&this->skelAnime, 0.0f) || Animation_OnFrame(&this->skelAnime, 12.0f)) {
|
||||
if (this->actor.params == DEKUBABA_BIG) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKU_MOUTH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKU_MOUTH);
|
||||
} else {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_MIZUBABA1_MOUTH);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_MIZUBABA1_MOUTH);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -729,7 +729,7 @@ void EnDekubaba_PullBack(EnDekubaba* this, PlayState* play) {
|
|||
} else {
|
||||
this->timer++;
|
||||
if (this->timer == 10) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKU_SCRAPE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKU_SCRAPE);
|
||||
}
|
||||
|
||||
if (this->timer >= 12) {
|
||||
|
|
@ -872,7 +872,7 @@ void EnDekubaba_PrunedSomersaultDie(EnDekubaba* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->actor.bgCheckFlags & 2) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_EYEGOLE_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_EYEGOLE_ATTACK);
|
||||
this->timer = 1;
|
||||
}
|
||||
} else if (this->timer == 1) {
|
||||
|
|
@ -1149,9 +1149,9 @@ void EnDekubaba_UpdateDamage(EnDekubaba* this, PlayState* play) {
|
|||
|
||||
if (this->actor.colChkInfo.health != 0) {
|
||||
if ((this->timer == 2) || (this->timer == 3)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
} else {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKU_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKU_DAMAGE);
|
||||
}
|
||||
} else {
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
|
|
@ -1164,9 +1164,9 @@ void EnDekubaba_UpdateDamage(EnDekubaba* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->actor.params == DEKUBABA_BIG) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKU_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKU_DEAD);
|
||||
} else {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKU_JR_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKU_JR_DEAD);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -188,7 +188,7 @@ void func_808BD49C(EnDekunuts* this, PlayState* play) {
|
|||
if (Animation_OnFrame(&this->skelAnime, 9.0f)) {
|
||||
this->collider.base.acFlags |= AC_ON;
|
||||
} else if (Animation_OnFrame(&this->skelAnime, 8.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_UP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_UP);
|
||||
}
|
||||
|
||||
this->collider.dim.height = (s32)((CLAMP(this->skelAnime.curFrame, 9.0f, 12.0f) - 9.0f) * 9.0f) + 5;
|
||||
|
|
@ -320,7 +320,7 @@ void func_808BDA4C(EnDekunuts* this, PlayState* play) {
|
|||
|
||||
if (Actor_Spawn(&play->actorCtx, play, ACTOR_EN_NUTSBALL, pos.x, pos.y, pos.z, this->actor.world.rot.x,
|
||||
this->actor.shape.rot.y, 0, params) != NULL) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_THROW);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_THROW);
|
||||
}
|
||||
} else if ((this->unk_190 >= 2) && Animation_OnFrame(&this->skelAnime, 12.0f)) {
|
||||
Animation_MorphToPlayOnce(&this->skelAnime, &gDekuScrubSpitAnim, -3.0f);
|
||||
|
|
@ -333,7 +333,7 @@ void func_808BDA4C(EnDekunuts* this, PlayState* play) {
|
|||
void func_808BDC9C(EnDekunuts* this) {
|
||||
Animation_MorphToPlayOnce(&this->skelAnime, &gDekuScrubBurrowAnim, -5.0f);
|
||||
this->unk_190 = 0;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_DOWN);
|
||||
this->actionFunc = func_808BDD54;
|
||||
}
|
||||
|
||||
|
|
@ -341,7 +341,7 @@ void func_808BDCF0(EnDekunuts* this) {
|
|||
Animation_MorphToPlayOnce(&this->skelAnime, &gDekuScrubBurrowAnim, -5.0f);
|
||||
this->collider.base.acFlags &= ~AC_ON;
|
||||
this->unk_190 = 80;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_DOWN);
|
||||
this->actionFunc = func_808BDD54;
|
||||
}
|
||||
|
||||
|
|
@ -369,7 +369,7 @@ void func_808BDE7C(EnDekunuts* this) {
|
|||
Animation_MorphToPlayOnce(&this->skelAnime, &gDekuScrubUnburrowAnim, -3.0f);
|
||||
this->collider.dim.height = 37;
|
||||
this->actor.colChkInfo.mass = 50;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_DAMAGE);
|
||||
this->actor.world.rot.x = 0;
|
||||
this->actor.flags |= ACTOR_FLAG_20;
|
||||
this->collider.base.acFlags &= ~AC_ON;
|
||||
|
|
@ -405,7 +405,7 @@ void func_808BDFB8(EnDekunuts* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->unk_18C != 0) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_WALK);
|
||||
this->unk_18C = 0;
|
||||
} else {
|
||||
this->unk_18C = 1;
|
||||
|
|
@ -477,8 +477,8 @@ void func_808BE294(EnDekunuts* this, s32 arg1) {
|
|||
this->actor.world.rot.x = 0;
|
||||
this->collider.base.acFlags &= ~AC_ON;
|
||||
this->actionFunc = func_808BE358;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_DAMAGE);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_CUTBODY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_CUTBODY);
|
||||
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, Animation_GetLastFrame(&gDekuScrubDamageAnim));
|
||||
}
|
||||
|
||||
|
|
@ -521,7 +521,7 @@ void func_808BE484(EnDekunuts* this) {
|
|||
Animation_PlayOnce(&this->skelAnime, &gDekuScrubDieAnim);
|
||||
this->actionFunc = func_808BE4D4;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_DEAD);
|
||||
}
|
||||
|
||||
void func_808BE4D4(EnDekunuts* this, PlayState* play) {
|
||||
|
|
@ -594,7 +594,7 @@ void func_808BE73C(EnDekunuts* this, PlayState* play) {
|
|||
if (this->actor.colChkInfo.damageEffect == 1) {
|
||||
this->unk_190 = 40;
|
||||
Actor_SetColorFilter(&this->actor, 0, 255, 0, 40);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
func_808BE3A8(this);
|
||||
return;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -368,31 +368,31 @@ void EnDg_SpawnFloorDustRing(EnDg* this, PlayState* play) {
|
|||
|
||||
void EnDg_PlaySfxWalk(EnDg* this) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 1.0f) || Animation_OnFrame(&this->skelAnime, 7.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_MONKEY_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_MONKEY_WALK);
|
||||
}
|
||||
}
|
||||
|
||||
void EnDg_PlaySfxBark(EnDg* this, f32 frame) {
|
||||
if (Animation_OnFrame(&this->skelAnime, frame)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_SMALL_DOG_BARK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SMALL_DOG_BARK);
|
||||
}
|
||||
}
|
||||
|
||||
void EnDg_PlaySfxAngryBark(EnDg* this, f32 frame) {
|
||||
if (Animation_OnFrame(&this->skelAnime, frame)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_SMALL_DOG_ANG_BARK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SMALL_DOG_ANG_BARK);
|
||||
}
|
||||
}
|
||||
|
||||
void EnDg_PlaySfxWhine(EnDg* this) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 23.0f) || Animation_OnFrame(&this->skelAnime, 28.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_SMALL_DOG_WHINE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SMALL_DOG_WHINE);
|
||||
}
|
||||
}
|
||||
|
||||
void EnDg_PlaySfxGrowl(EnDg* this, f32 frame) {
|
||||
if (Animation_OnFrame(&this->skelAnime, frame)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_SMALL_DOG_GROAN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SMALL_DOG_GROAN);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -481,7 +481,7 @@ void EnDg_TryPickUp(EnDg* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Actor_HasParent(&this->actor, play)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_SMALL_DOG_BARK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SMALL_DOG_BARK);
|
||||
this->grabState = DOG_GRAB_STATE_HELD;
|
||||
sSelectedRacetrackDogInfo = sRacetrackDogInfo[this->index];
|
||||
if (!sIsAnyDogHeld) {
|
||||
|
|
@ -562,7 +562,7 @@ void EnDg_CheckForBremenMaskMarch(EnDg* this, PlayState* play) {
|
|||
} else if ((this->actionFunc == EnDg_ApproachPlayer) || (this->actionFunc == EnDg_SitNextToPlayer)) {
|
||||
if (DECR(this->bremenBarkTimer) == 0) {
|
||||
this->bremenBarkTimer = 10;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_SMALL_DOG_BARK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SMALL_DOG_BARK);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -778,9 +778,9 @@ void EnDg_RunAwayFromGoron(EnDg* this, PlayState* play) {
|
|||
EnDg_PlaySfxWalk(this);
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 3.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_SMALL_DOG_CRY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SMALL_DOG_CRY);
|
||||
} else if (Animation_OnFrame(&this->skelAnime, 6.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_MONKEY_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_MONKEY_WALK);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -960,7 +960,7 @@ void EnDg_WalkToPlayer(EnDg* this, PlayState* play) {
|
|||
void EnDg_SetupBremenMaskApproachPlayer(EnDg* this, PlayState* play) {
|
||||
if (func_801A46F8() == 1) {
|
||||
this->bremenBarkTimer = 10;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_SMALL_DOG_BARK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SMALL_DOG_BARK);
|
||||
this->actionFunc = EnDg_ApproachPlayer;
|
||||
}
|
||||
}
|
||||
|
|
@ -1064,7 +1064,7 @@ void EnDg_BackAwayFromPlayer(EnDg* this, PlayState* play) {
|
|||
}
|
||||
|
||||
EnDg_PlaySfxWalk(this);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_SMALL_DOG_GROAN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_SMALL_DOG_GROAN);
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -1106,7 +1106,7 @@ void EnDg_SetupSwim(EnDg* this, PlayState* play) {
|
|||
this->actor.gravity = 0.0f;
|
||||
this->actor.velocity.y = -3.0f;
|
||||
this->swimTimer = 10;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_BOMB_DROP_WATER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_BOMB_DROP_WATER);
|
||||
this->actionFunc = EnDg_Swim;
|
||||
}
|
||||
|
||||
|
|
@ -1138,7 +1138,7 @@ void EnDg_Swim(EnDg* this, PlayState* play) {
|
|||
if (DECR(this->swimTimer) == 0) {
|
||||
if (!(this->dogFlags & DOG_FLAG_SWIMMING)) {
|
||||
this->dogFlags |= DOG_FLAG_SWIMMING;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_OUT_OF_WATER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_OUT_OF_WATER);
|
||||
}
|
||||
|
||||
this->swimTimer = 5;
|
||||
|
|
@ -1181,7 +1181,7 @@ void EnDg_Swim(EnDg* this, PlayState* play) {
|
|||
this->dogFlags &= ~DOG_FLAG_SWIMMING;
|
||||
this->behavior = DOG_BEHAVIOR_DEFAULT;
|
||||
this->timer = Rand_S16Offset(60, 60);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_OUT_OF_WATER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_OUT_OF_WATER);
|
||||
EnDg_ChangeAnim(&this->skelAnime, sAnimationInfo, DOG_ANIM_RUN);
|
||||
Math_ApproachF(&this->actor.speedXZ, 3.5f, 0.2f, 1.0f);
|
||||
this->actionFunc = EnDg_IdleMove;
|
||||
|
|
@ -1227,7 +1227,7 @@ void EnDg_JumpOutOfWater(EnDg* this, PlayState* play) {
|
|||
this->actor.velocity.y = 10.0f;
|
||||
this->actor.gravity = -3.0f;
|
||||
this->timer = Rand_S16Offset(60, 60);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_OUT_OF_WATER);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_OUT_OF_WATER);
|
||||
EnDg_ChangeAnim(&this->skelAnime, sAnimationInfo, DOG_ANIM_RUN);
|
||||
this->actionFunc = EnDg_IdleMove;
|
||||
Math_ApproachF(&this->actor.speedXZ, 3.5f, 0.2f, 1.0f);
|
||||
|
|
@ -1263,7 +1263,7 @@ void EnDg_Thrown(EnDg* this, PlayState* play) {
|
|||
if (this->actor.bgCheckFlags & 1) {
|
||||
if (this->dogFlags & DOG_FLAG_THROWN) {
|
||||
this->dogFlags &= ~DOG_FLAG_THROWN;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_MONKEY_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_MONKEY_WALK);
|
||||
}
|
||||
|
||||
this->actor.speedXZ = 0.0f;
|
||||
|
|
|
|||
|
|
@ -418,7 +418,7 @@ s32 func_8089AE00(EnDinofos* this, PlayState* play) {
|
|||
temp_v1 = (Actor_WorldYawTowardActor(&this->actor, temp_v0) - this->actor.shape.rot.y) - this->unk_28E;
|
||||
if (ABS_ALT(temp_v1) < 0x3000) {
|
||||
func_8089D11C(this, temp_v1 + this->unk_28E);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_WARAU);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_WARAU);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
@ -428,7 +428,7 @@ s32 func_8089AE00(EnDinofos* this, PlayState* play) {
|
|||
temp_v1_2 = (Actor_WorldYawTowardActor(&this->actor, temp_v0) - this->actor.shape.rot.y) - this->unk_28E;
|
||||
if (ABS_ALT(temp_v1_2) < 0x3000) {
|
||||
func_8089C024(this, 1);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_WARAU);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_WARAU);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
@ -445,7 +445,7 @@ s32 func_8089AE00(EnDinofos* this, PlayState* play) {
|
|||
} else {
|
||||
func_8089C024(this, 3);
|
||||
}
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_WARAU);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_WARAU);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
@ -496,7 +496,7 @@ void func_8089B288(EnDinofos* this, PlayState* play) {
|
|||
|
||||
void func_8089B320(EnDinofos* this) {
|
||||
this->actor.gravity = -2.0f;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_CRY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_CRY);
|
||||
this->unk_2BC.x = (Math_SinS(this->actor.shape.rot.y - 0x0E00) * 86.0f) + this->actor.world.pos.x;
|
||||
this->unk_2BC.y = this->actor.floorHeight + 6.0f;
|
||||
this->unk_2BC.z = (Math_CosS(this->actor.shape.rot.y - 0x0E00) * 86.0f) + this->actor.world.pos.z;
|
||||
|
|
@ -536,7 +536,7 @@ void func_8089B4A4(EnDinofos* this) {
|
|||
this->unk_2BC.x = (Math_SinS(this->actor.shape.rot.y + 0x200) * 123.0f) + this->actor.world.pos.x;
|
||||
this->unk_2BC.y = this->actor.floorHeight + 11.0f;
|
||||
this->unk_2BC.z = (Math_CosS(this->actor.shape.rot.y + 0x200) * 123.0f) + this->actor.world.pos.z;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BOMCHU_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BOMCHU_WALK);
|
||||
this->unk_290 = 0;
|
||||
this->unk_292 = -1;
|
||||
this->actionFunc = func_8089B580;
|
||||
|
|
@ -578,7 +578,7 @@ void func_8089B6E8(EnDinofos* this) {
|
|||
|
||||
void func_8089B72C(EnDinofos* this, PlayState* play) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 2.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_ATTACK);
|
||||
}
|
||||
|
||||
if (SkelAnime_Update(&this->skelAnime)) {
|
||||
|
|
@ -666,7 +666,7 @@ void func_8089B98C(EnDinofos* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 0.0f) || Animation_OnFrame(&this->skelAnime, 6.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_WALK);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -787,7 +787,7 @@ void func_8089BD28(EnDinofos* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 0.0f) || Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_WALK);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -836,7 +836,7 @@ void func_8089C164(EnDinofos* this) {
|
|||
}
|
||||
|
||||
this->actor.bgCheckFlags &= ~1;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_JUMP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_JUMP);
|
||||
this->actionFunc = func_8089C1F8;
|
||||
}
|
||||
|
||||
|
|
@ -851,7 +851,7 @@ void func_8089C244(EnDinofos* this) {
|
|||
this->actor.bgCheckFlags &= ~1;
|
||||
this->actor.speedXZ = 8.0f;
|
||||
this->actor.velocity.y = 16.0f;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_JUMP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_JUMP);
|
||||
this->unk_290 = 0;
|
||||
this->unk_292 = -1;
|
||||
this->actionFunc = func_8089C2A8;
|
||||
|
|
@ -888,7 +888,7 @@ void func_8089C398(EnDinofos* this) {
|
|||
|
||||
this->actor.speedXZ = 0.0f;
|
||||
func_8089AD70(this);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_BOMCHU_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_BOMCHU_WALK);
|
||||
this->actionFunc = func_8089C44C;
|
||||
}
|
||||
|
||||
|
|
@ -906,7 +906,7 @@ void func_8089C44C(EnDinofos* this, PlayState* play) {
|
|||
void func_8089C4F8(EnDinofos* this) {
|
||||
Animation_PlayOnce(&this->skelAnime, &object_dinofos_Anim_0025B4);
|
||||
this->colliderQuad.base.atFlags &= ~AT_BOUNCED;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_CRY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_CRY);
|
||||
this->unk_290 = 0;
|
||||
this->unk_292 = -1;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
|
|
@ -928,7 +928,7 @@ void func_8089C56C(EnDinofos* this, PlayState* play) {
|
|||
} else if (Animation_OnFrame(&this->skelAnime, 13.0f)) {
|
||||
this->colliderQuad.base.atFlags &= ~AT_ON;
|
||||
} else if (Animation_OnFrame(&this->skelAnime, 11.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_ATTACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_ATTACK);
|
||||
} else if (this->skelAnime.curFrame < 7.0f) {
|
||||
func_8089AE00(this, play);
|
||||
}
|
||||
|
|
@ -994,7 +994,7 @@ void func_8089C87C(EnDinofos* this, s32 arg1) {
|
|||
this->actor.velocity.y = 0.0f;
|
||||
}
|
||||
this->unk_28E = 0;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_DAMAGE);
|
||||
this->colliderJntSph.base.acFlags &= ~AC_ON;
|
||||
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 18);
|
||||
this->actionFunc = func_8089C938;
|
||||
|
|
@ -1129,7 +1129,7 @@ void func_8089CF70(EnDinofos* this, PlayState* play) {
|
|||
void func_8089CFAC(EnDinofos* this) {
|
||||
Animation_PlayOnce(&this->skelAnime, &object_dinofos_Anim_00ABD0);
|
||||
this->actor.flags &= ~ACTOR_FLAG_1;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_DEAD);
|
||||
this->actor.speedXZ = 0.0f;
|
||||
this->actor.world.rot.y = this->actor.shape.rot.y;
|
||||
this->actionFunc = func_8089D018;
|
||||
|
|
@ -1157,7 +1157,7 @@ void func_8089D018(EnDinofos* this, PlayState* play) {
|
|||
|
||||
this->actor.shape.shadowAlpha = this->unk_288;
|
||||
} else if (Animation_OnFrame(&this->skelAnime, 26.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_GERUDOFT_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_DOWN);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1191,7 +1191,7 @@ void func_8089D1E0(EnDinofos* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 0.0f) || Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_RIZA_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_WALK);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1304,7 +1304,7 @@ s32 func_8089D60C(EnDinofos* this, PlayState* play) {
|
|||
if (this->actor.colChkInfo.damageEffect == 1) {
|
||||
this->unk_290 = 40;
|
||||
Actor_SetColorFilter(&this->actor, 0, 255, 0, 40);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
func_8089C784(this);
|
||||
return true;
|
||||
}
|
||||
|
|
@ -1315,7 +1315,7 @@ s32 func_8089D60C(EnDinofos* this, PlayState* play) {
|
|||
this->drawDmgEffScale = 0.55f;
|
||||
this->drawDmgEffAlpha = 2.0f;
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_MEDIUM;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
func_8089C784(this);
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -433,11 +433,11 @@ void func_80A52074(EnDnk* this, PlayState* play) {
|
|||
break;
|
||||
|
||||
case 438:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKNUTS_DANCE_BIG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKNUTS_DANCE_BIG);
|
||||
break;
|
||||
|
||||
case 493:
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_STALKIDS_APPEAR);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_STALKIDS_APPEAR);
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -637,7 +637,7 @@ void func_80A725F8(EnDno* this, PlayState* play) {
|
|||
if (this->skelAnime.curFrame <= 23.0f) {
|
||||
this->unk_452 = 3;
|
||||
if (Animation_OnFrame(&this->skelAnime, 23.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_OPEN_AMBRELLA);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_OPEN_AMBRELLA);
|
||||
}
|
||||
} else if (this->skelAnime.curFrame <= 24.0f) {
|
||||
this->unk_452 = 4;
|
||||
|
|
@ -903,7 +903,7 @@ void func_80A732C8(EnDno* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 4.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EV_CLOSE_AMBRELLA);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EV_CLOSE_AMBRELLA);
|
||||
this->unk_452 = 4;
|
||||
} else if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
||||
this->unk_452 = 3;
|
||||
|
|
|
|||
|
|
@ -133,37 +133,37 @@ s32 func_80B3CA20(EnDnp* this) {
|
|||
if ((this->animIndex == EN_DNP_ANIM_CUTSCENE_HURRY) || (this->animIndex == EN_DNP_ANIM_RUN)) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 1.0f) || Animation_OnFrame(&this->skelAnime, 5.0f) ||
|
||||
Animation_OnFrame(&this->skelAnime, 9.0f) || Animation_OnFrame(&this->skelAnime, 13.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKUHIME_TURN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKUHIME_TURN);
|
||||
}
|
||||
} else if ((this->animIndex == EN_DNP_ANIM_GLARE_START) || (this->animIndex == EN_DNP_ANIM_TURN_AROUND)) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 1.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKUHIME_TURN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKUHIME_TURN);
|
||||
}
|
||||
} else if (this->animIndex == EN_DNP_ANIM_GREETING) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 7.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKUHIME_GREET);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKUHIME_GREET);
|
||||
}
|
||||
if (Animation_OnFrame(&this->skelAnime, 22.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKUHIME_GREET2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKUHIME_GREET2);
|
||||
}
|
||||
} else if (this->animIndex == EN_DNP_ANIM_BOW) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 9.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKUHIME_GREET);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKUHIME_GREET);
|
||||
}
|
||||
if (Animation_OnFrame(&this->skelAnime, 18.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKUHIME_GREET2);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKUHIME_GREET2);
|
||||
}
|
||||
} else if ((this->animIndex == EN_DNP_ANIM_UNUSED_WALK) && (this->animIndex == EN_DNP_ANIM_WALK)) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 7.0f) || Animation_OnFrame(&this->skelAnime, 15.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKUHIME_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKUHIME_WALK);
|
||||
}
|
||||
} else if (this->animIndex == EN_DNP_ANIM_JUMP) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 17.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKUHIME_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKUHIME_WALK);
|
||||
}
|
||||
} else if (this->animIndex == EN_DNP_ANIM_BOUNCE_LOOP) {
|
||||
if (Animation_OnFrame(&this->skelAnime, 3.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DEKUHIME_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DEKUHIME_WALK);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -311,7 +311,7 @@ void func_80B3D11C(EnDnp* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (this->animIndex == EN_DNP_ANIM_ANGRY_START) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_VO_DHVO04);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_VO_DHVO04);
|
||||
}
|
||||
|
||||
if (this->animIndex == EN_DNP_ANIM_GLARE_START) {
|
||||
|
|
|
|||
|
|
@ -403,7 +403,7 @@ void func_80A53038(EnDnq* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if ((this->unk_398 == 4) && Animation_OnFrame(&this->skelAnime, 2.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->picto.actor, NA_SE_EN_KINGNUTS_DAMAGE);
|
||||
Actor_PlaySfx(&this->picto.actor, NA_SE_EN_KINGNUTS_DAMAGE);
|
||||
}
|
||||
|
||||
if (((this->unk_398 == 3) || (this->unk_398 == 6)) &&
|
||||
|
|
|
|||
|
|
@ -92,7 +92,7 @@ void func_8092C5C0(EnDns* this) {
|
|||
if (((this->animIndex == EN_DNS_ANIM_WALK_1) || (this->animIndex == EN_DNS_ANIM_WALK_2) ||
|
||||
(this->animIndex == EN_DNS_ANIM_RUN_START) || (this->animIndex == EN_DNS_ANIM_RUN_LOOP)) &&
|
||||
(Animation_OnFrame(&this->skelAnime, 0.0f) || Animation_OnFrame(&this->skelAnime, 3.0f))) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_WALK);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -315,7 +315,7 @@ s32 func_8092CE38(EnDns* this) {
|
|||
this->unk_2C6 &= ~0x200;
|
||||
this->skelAnime.curFrame = 0.0f;
|
||||
if (this->unk_2D2 == 2) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_JUMP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_JUMP);
|
||||
}
|
||||
this->unk_2D2++;
|
||||
if (this->unk_2D2 >= 3) {
|
||||
|
|
@ -328,7 +328,7 @@ s32 func_8092CE38(EnDns* this) {
|
|||
this->actor.world.rot.y = BINANG_ROT180(this->actor.world.rot.y);
|
||||
this->unk_2E4 = 0.0f;
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_JUMP);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_JUMP);
|
||||
} else if (this->skelAnime.curFrame < 13.0f) {
|
||||
frame = this->skelAnime.curFrame;
|
||||
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||
|
|
@ -339,7 +339,7 @@ s32 func_8092CE38(EnDns* this) {
|
|||
} else {
|
||||
if (Animation_OnFrame(&this->skelAnime, 0.0f) || Animation_OnFrame(&this->skelAnime, 6.0f) ||
|
||||
Animation_OnFrame(&this->skelAnime, 13.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_NUTS_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_WALK);
|
||||
}
|
||||
|
||||
if (this->skelAnime.curFrame > 7.0f) {
|
||||
|
|
|
|||
|
|
@ -568,13 +568,13 @@ void func_80877500(EnDodongo* this, PlayState* play) {
|
|||
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
if (Animation_OnFrame(&this->skelAnime, 19.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DODO_J_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_WALK);
|
||||
sp30.x = this->collider1Elements[2].dim.worldSphere.center.x;
|
||||
sp30.y = this->collider1Elements[2].dim.worldSphere.center.y;
|
||||
sp30.z = this->collider1Elements[2].dim.worldSphere.center.z;
|
||||
func_80876930(this, play, &sp30);
|
||||
} else if (Animation_OnFrame(&this->skelAnime, 39.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DODO_J_WALK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_WALK);
|
||||
sp30.x = this->collider1Elements[1].dim.worldSphere.center.x;
|
||||
sp30.y = this->collider1Elements[1].dim.worldSphere.center.y;
|
||||
sp30.z = this->collider1Elements[1].dim.worldSphere.center.z;
|
||||
|
|
@ -641,7 +641,7 @@ void func_8087784C(EnDodongo* this, PlayState* play) {
|
|||
f32 temp_f12;
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 24.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DODO_J_CRY);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_CRY);
|
||||
}
|
||||
|
||||
if (func_8087721C(this)) {
|
||||
|
|
@ -728,7 +728,7 @@ void func_80877E60(EnDodongo* this, PlayState* play) {
|
|||
}
|
||||
|
||||
if (Animation_OnFrame(&this->skelAnime, 28.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DODO_J_EAT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_EAT);
|
||||
if (this->actor.child != NULL) {
|
||||
Actor_Kill(this->actor.child);
|
||||
this->actor.child = NULL;
|
||||
|
|
@ -751,7 +751,7 @@ void func_80877E60(EnDodongo* this, PlayState* play) {
|
|||
this->unk_334 * 10.0f, 10);
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_IT_BOMB_EXPLOSION);
|
||||
if (this->actor.colChkInfo.health <= 4) {
|
||||
this->actor.colChkInfo.health = 0;
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
|
|
@ -810,7 +810,7 @@ void func_80878354(EnDodongo* this) {
|
|||
sp18 = &object_dodongo_Anim_003B14;
|
||||
}
|
||||
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DODO_J_TAIL);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_TAIL);
|
||||
Animation_PlayOnceSetSpeed(&this->skelAnime, sp18, 2.0f);
|
||||
this->timer = 0;
|
||||
this->collider1.base.atFlags |= AT_ON;
|
||||
|
|
@ -871,7 +871,7 @@ void func_808785B0(EnDodongo* this, PlayState* play) {
|
|||
|
||||
void func_8087864C(EnDodongo* this) {
|
||||
Animation_MorphToPlayOnce(&this->skelAnime, &object_dodongo_Anim_001A44, -4.0f);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DODO_J_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_DAMAGE);
|
||||
this->timer = 0;
|
||||
this->unk_304 = 0;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
|
|
@ -893,7 +893,7 @@ void func_80878724(EnDodongo* this) {
|
|||
Animation_MorphToPlayOnce(&this->skelAnime, &object_dodongo_Anim_0013C4, -8.0f);
|
||||
this->timer = 0;
|
||||
this->unk_304 = 0;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_DODO_J_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_DEAD);
|
||||
this->actor.flags &= ~ACTOR_FLAG_1;
|
||||
this->actor.speedXZ = 0.0f;
|
||||
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 8);
|
||||
|
|
@ -921,7 +921,7 @@ void func_808787B0(EnDodongo* this, PlayState* play) {
|
|||
this->timer = 8;
|
||||
}
|
||||
} else if (Animation_OnFrame(&this->skelAnime, 52.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_GERUDOFT_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_DOWN);
|
||||
}
|
||||
|
||||
if (this->timer != 0) {
|
||||
|
|
@ -995,12 +995,12 @@ void EnDodongo_UpdateDamage(EnDodongo* this, PlayState* play) {
|
|||
} else if (this->actor.colChkInfo.damageEffect == 1) {
|
||||
this->timer = 40;
|
||||
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 40);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
func_80878594(this);
|
||||
} else if (this->actor.colChkInfo.damageEffect == 5) {
|
||||
this->timer = 40;
|
||||
Actor_SetColorFilter(&this->actor, 0, 0xFF, 0, 40);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_FREEZE);
|
||||
this->drawDmgEffType = ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_SMALL;
|
||||
this->drawDmgEffScale = 0.75f;
|
||||
this->drawDmgEffAlpha = 2.0f;
|
||||
|
|
@ -1026,7 +1026,7 @@ void EnDodongo_Update(Actor* thisx, PlayState* play2) {
|
|||
Actor_MoveWithGravity(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 75.0f, 60.0f, 70.0f, 0x1D);
|
||||
if (this->actor.bgCheckFlags & 2) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_GERUDOFT_DOWN);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_GERUDOFT_DOWN);
|
||||
}
|
||||
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider1.base);
|
||||
|
|
|
|||
|
|
@ -484,11 +484,11 @@ void func_80866B20(EnDoor* this, PlayState* play) {
|
|||
if (this->unk_1A6 != 0) {
|
||||
gSaveContext.save.inventory.dungeonKeys[gSaveContext.mapIndex]--;
|
||||
Flags_SetSwitch(play, this->switchFlag);
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_CHAIN_KEY_UNLOCK);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_CHAIN_KEY_UNLOCK);
|
||||
}
|
||||
} else if (this->unk_1A7 != 0) {
|
||||
this->actionFunc = func_80866F94;
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_DOOR_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_DOOR_OPEN);
|
||||
} else if (!Player_InCsMode(play)) {
|
||||
Actor_OffsetOfPointInActorCoords(&this->dyna.actor, &playerPosRelToDoor, &player->actor.world.pos);
|
||||
if (D_80867BC0 || ((fabsf(playerPosRelToDoor.y) < 20.0f) && (fabsf(playerPosRelToDoor.x) < 20.0f) &&
|
||||
|
|
@ -545,7 +545,7 @@ void func_80866B20(EnDoor* this, PlayState* play) {
|
|||
func_80122F28(player);
|
||||
}
|
||||
} else if ((this->unk_1A4 == 4) && (this->dyna.actor.xzDistToPlayer > 240.0f)) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_DOOR_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_DOOR_OPEN);
|
||||
this->actionFunc = func_80867080;
|
||||
}
|
||||
}
|
||||
|
|
@ -566,7 +566,7 @@ void func_80866F94(EnDoor* this, PlayState* play) {
|
|||
} else {
|
||||
if (Math_ScaledStepToS(&this->dyna.actor.world.rot.y, 0, 0x7D0)) {
|
||||
this->actionFunc = func_80866B20;
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_AUTO_DOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_AUTO_DOOR_CLOSE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -587,7 +587,7 @@ void func_80867080(EnDoor* this, PlayState* play) {
|
|||
|
||||
void func_808670F0(EnDoor* this, PlayState* play) {
|
||||
if (Math_ScaledStepToS(&this->dyna.actor.world.rot.y, 0, 0x700)) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_DOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_DOOR_CLOSE);
|
||||
this->actionFunc = func_80866B20;
|
||||
}
|
||||
}
|
||||
|
|
@ -601,7 +601,7 @@ void func_80867144(EnDoor* this, PlayState* play) {
|
|||
this->actionFunc = func_80866B20;
|
||||
this->unk_1A1 = 0;
|
||||
} else if (Animation_OnFrame(&this->skelAnime, sAnimOpenFrames[this->animIndex])) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_OC_DOOR_OPEN);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_OC_DOOR_OPEN);
|
||||
if (this->skelAnime.playSpeed < 1.5f) {
|
||||
numEffects = (s32)(Rand_ZeroOne() * 30.0f) + 50;
|
||||
for (i = 0; i < numEffects; i++) {
|
||||
|
|
@ -609,7 +609,7 @@ void func_80867144(EnDoor* this, PlayState* play) {
|
|||
}
|
||||
}
|
||||
} else if (Animation_OnFrame(&this->skelAnime, sAnimCloseFrames[this->animIndex])) {
|
||||
Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_DOOR_CLOSE);
|
||||
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_DOOR_CLOSE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -362,7 +362,7 @@ void EnDragon_RetreatOrIdle(EnDragon* this, PlayState* play) {
|
|||
void EnDragon_SetupExtend(EnDragon* this) {
|
||||
this->state = 0;
|
||||
this->behindJawRetreatTimer = this->state;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_UTSUBO_APPEAR_TRG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_APPEAR_TRG);
|
||||
this->retreatTimer = 250;
|
||||
this->actionFunc = EnDragon_Extend;
|
||||
}
|
||||
|
|
@ -375,17 +375,17 @@ void EnDragon_Extend(EnDragon* this, PlayState* play) {
|
|||
EnDragon_SpawnBubbles(this, play, this->jawPos);
|
||||
|
||||
if (this->action >= DEEP_PYTHON_ACTION_DAMAGE) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_UTSUBO_BACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_BACK);
|
||||
EnDragon_SetupRetreatOrIdle(this);
|
||||
} else if (this->retreatTimer == 0) {
|
||||
this->action = DEEP_PYTHON_ACTION_RETREAT;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_UTSUBO_BACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_BACK);
|
||||
EnDragon_SetupRetreatOrIdle(this);
|
||||
} else if (this->state == DEEP_PYTHON_EXTEND_STATE_NOT_FULLY_EXTENDED) {
|
||||
Vec3f extendedPos;
|
||||
|
||||
Math_Vec3f_Copy(&extendedPos, &this->burrowEntrancePos);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_UTSUBO_APPEAR - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_APPEAR - SFX_FLAG);
|
||||
extendedPos.x += Math_SinS(this->actor.world.rot.y) * -530.0f;
|
||||
extendedPos.z += Math_CosS(this->actor.world.rot.y) * -530.0f;
|
||||
this->actor.speedXZ = 40.0f;
|
||||
|
|
@ -439,7 +439,7 @@ void EnDragon_Extend(EnDragon* this, PlayState* play) {
|
|||
this->behindJawRetreatTimer++;
|
||||
if (this->behindJawRetreatTimer > 60) {
|
||||
this->action = DEEP_PYTHON_ACTION_RETREAT;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_UTSUBO_BACK);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_BACK);
|
||||
EnDragon_SetupRetreatOrIdle(this);
|
||||
}
|
||||
}
|
||||
|
|
@ -543,7 +543,7 @@ void EnDragon_Grab(EnDragon* this, PlayState* play) {
|
|||
player->actor.parent = &this->actor;
|
||||
player->unk_AE8 = 50;
|
||||
this->action = DEEP_PYTHON_ACTION_GRAB;
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_UTSUBO_EAT);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_EAT);
|
||||
EnDragon_SetupAttack(this);
|
||||
}
|
||||
}
|
||||
|
|
@ -572,8 +572,8 @@ void EnDragon_Attack(EnDragon* this, PlayState* play) {
|
|||
|
||||
//! @bug: This function should only pass Player*: it uses *(this + 0x153), which is meant to be
|
||||
//! player->currentMask, but in this case is garbage in the skelAnime
|
||||
func_800B8E58((Player*)this, player->ageProperties->voiceSfxIdOffset + NA_SE_VO_LI_DAMAGE_S);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_UTSUBO_BITE);
|
||||
Player_PlaySfx((Player*)&this->actor, player->ageProperties->voiceSfxIdOffset + NA_SE_VO_LI_DAMAGE_S);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_BITE);
|
||||
CollisionCheck_GreenBlood(play, NULL, &player->actor.world.pos);
|
||||
}
|
||||
|
||||
|
|
@ -603,7 +603,7 @@ void EnDragon_Attack(EnDragon* this, PlayState* play) {
|
|||
Math_ApproachF(&this->actor.world.pos.z, pos.z, 0.3f, 200.0f);
|
||||
|
||||
if ((this->state <= DEEP_PYTHON_ATTACK_STATE_START) && (this->endFrame <= currentFrame)) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_UTSUBO_BITE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_BITE);
|
||||
if (this->animIndex != DEEP_PYTHON_ANIM_LARGE_SIDE_SWAY) {
|
||||
EnDragon_ChangeAnim(this, DEEP_PYTHON_ANIM_LARGE_SIDE_SWAY);
|
||||
}
|
||||
|
|
@ -737,11 +737,11 @@ void EnDragon_UpdateDamage(EnDragon* this, PlayState* play) {
|
|||
Actor_ApplyDamage(&this->actor);
|
||||
Actor_SetColorFilter(&this->actor, 0x4000, 255, 0, 25);
|
||||
if (this->actor.colChkInfo.health > 0) {
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_UTSUBO_DAMAGE);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_DAMAGE);
|
||||
this->action = DEEP_PYTHON_ACTION_DAMAGE;
|
||||
} else {
|
||||
Enemy_StartFinishingBlow(play, &this->actor);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_EN_UTSUBO_DEAD);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_DEAD);
|
||||
this->actor.flags |= ACTOR_FLAG_8000000;
|
||||
this->actor.flags &= ~ACTOR_FLAG_1;
|
||||
this->actor.flags |= ACTOR_FLAG_100000;
|
||||
|
|
|
|||
|
|
@ -80,7 +80,7 @@ void EnDyExtra_Update(Actor* thisx, PlayState* play) {
|
|||
EnDyExtra* this = THIS;
|
||||
|
||||
DECR(this->unk14C);
|
||||
Actor_PlaySfxAtPos(&this->actor, NA_SE_PL_SPIRAL_HEAL_BEAM - SFX_FLAG);
|
||||
Actor_PlaySfx(&this->actor, NA_SE_PL_SPIRAL_HEAL_BEAM - SFX_FLAG);
|
||||
this->actionFunc(this, play);
|
||||
Actor_MoveWithGravity(&this->actor);
|
||||
}
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue