mirror of https://github.com/zeldaret/oot.git
Add `SFX_PLAY_AT_POS`
This commit is contained in:
parent
a97305c182
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205ada315c
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@ -161,6 +161,10 @@ typedef struct SfxParams {
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Audio_PlaySfxGeneral(sfxId, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, \
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Audio_PlaySfxGeneral(sfxId, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, \
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&gSfxDefaultReverb);
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&gSfxDefaultReverb);
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#define SFX_PLAY_AT_POS(projectedPos, sfxId) \
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Audio_PlaySfxGeneral(sfxId, projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, \
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&gSfxDefaultReverb);
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void Audio_SetSfxBanksMute(u16 muteMask);
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void Audio_SetSfxBanksMute(u16 muteMask);
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void Audio_QueueSeqCmdMute(u8 channelIndex);
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void Audio_QueueSeqCmdMute(u8 channelIndex);
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void Audio_ClearBGMMute(u8 channelIndex);
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void Audio_ClearBGMMute(u8 channelIndex);
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@ -2816,8 +2816,7 @@ void func_800F4190(Vec3f* pos, u16 sfxId) {
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void Audio_PlaySfxRandom(Vec3f* pos, u16 baseSfxId, u8 randLim) {
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void Audio_PlaySfxRandom(Vec3f* pos, u16 baseSfxId, u8 randLim) {
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u8 offset = AudioThread_NextRandom() % randLim;
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u8 offset = AudioThread_NextRandom() % randLim;
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Audio_PlaySfxGeneral(baseSfxId + offset, pos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(pos, baseSfxId + offset);
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&gSfxDefaultReverb);
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}
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}
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void func_800F4254(Vec3f* pos, u8 level) {
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void func_800F4254(Vec3f* pos, u8 level) {
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@ -3081,7 +3080,7 @@ void func_800F4C58(Vec3f* pos, u16 sfxId, u8 ioData) {
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}
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}
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channelIndex++;
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channelIndex++;
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}
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}
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Audio_PlaySfxGeneral(sfxId, pos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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SFX_PLAY_AT_POS(pos, sfxId);
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}
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}
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void func_800F4E30(Vec3f* pos, f32 arg1) {
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void func_800F4E30(Vec3f* pos, f32 arg1) {
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@ -2030,8 +2030,7 @@ void Actor_SetPlayerKnockbackSmallNoDamage(PlayState* play, Actor* actor, f32 sp
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* Play a sound effect at the player's position
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* Play a sound effect at the player's position
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*/
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*/
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void Player_PlaySfx(Player* player, u16 sfxId) {
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void Player_PlaySfx(Player* player, u16 sfxId) {
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Audio_PlaySfxGeneral(sfxId, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(&player->actor.projectedPos, sfxId);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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/**
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/**
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@ -2641,8 +2640,7 @@ void Actor_Draw(PlayState* play, Actor* actor) {
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void Actor_UpdateFlaggedAudio(Actor* actor) {
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void Actor_UpdateFlaggedAudio(Actor* actor) {
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if (actor->flags & ACTOR_FLAG_SFX_ACTOR_POS_2) {
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if (actor->flags & ACTOR_FLAG_SFX_ACTOR_POS_2) {
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Audio_PlaySfxGeneral(actor->sfx, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(&actor->projectedPos, actor->sfx);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (actor->flags & ACTOR_AUDIO_FLAG_SFX_CENTERED_1) {
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} else if (actor->flags & ACTOR_AUDIO_FLAG_SFX_CENTERED_1) {
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Sfx_PlaySfxCentered(actor->sfx);
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Sfx_PlaySfxCentered(actor->sfx);
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} else if (actor->flags & ACTOR_AUDIO_FLAG_SFX_CENTERED_2) {
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} else if (actor->flags & ACTOR_AUDIO_FLAG_SFX_CENTERED_2) {
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@ -1568,8 +1568,7 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderElement* elem, Collider* c
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if (collider->actor == NULL) {
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if (collider->actor == NULL) {
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SFX_PLAY_CENTERED(NA_SE_IT_SHIELD_BOUND);
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SFX_PLAY_CENTERED(NA_SE_IT_SHIELD_BOUND);
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} else {
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} else {
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Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &collider->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(&collider->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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} else if (flags == ATELEM_SFX_NORMAL) { // collider->colMaterial == COL_MATERIAL_METAL
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} else if (flags == ATELEM_SFX_NORMAL) { // collider->colMaterial == COL_MATERIAL_METAL
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EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_METAL, hitPos);
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EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_METAL, hitPos);
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@ -1583,16 +1582,14 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderElement* elem, Collider* c
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if (collider->actor == NULL) {
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if (collider->actor == NULL) {
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SFX_PLAY_CENTERED(NA_SE_IT_SHIELD_BOUND);
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SFX_PLAY_CENTERED(NA_SE_IT_SHIELD_BOUND);
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} else {
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} else {
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Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &collider->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(&collider->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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} else if (flags == ATELEM_SFX_WOOD) {
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} else if (flags == ATELEM_SFX_WOOD) {
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EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_DUST, hitPos);
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EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_DUST, hitPos);
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if (collider->actor == NULL) {
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if (collider->actor == NULL) {
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SFX_PLAY_CENTERED(NA_SE_IT_REFLECTION_WOOD);
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SFX_PLAY_CENTERED(NA_SE_IT_REFLECTION_WOOD);
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} else {
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} else {
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Audio_PlaySfxGeneral(NA_SE_IT_REFLECTION_WOOD, &collider->actor->projectedPos, 4,
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SFX_PLAY_AT_POS(&collider->actor->projectedPos, NA_SE_IT_REFLECTION_WOOD);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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}
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}
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}
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}
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@ -1603,17 +1600,13 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderElement* elem, Collider* c
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s32 CollisionCheck_SwordHitAudio(Collider* atCol, ColliderElement* acElem) {
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s32 CollisionCheck_SwordHitAudio(Collider* atCol, ColliderElement* acElem) {
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if (atCol->actor != NULL && atCol->actor->category == ACTORCAT_PLAYER) {
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if (atCol->actor != NULL && atCol->actor->category == ACTORCAT_PLAYER) {
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if (acElem->elemMaterial == ELEM_MATERIAL_UNK0) {
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if (acElem->elemMaterial == ELEM_MATERIAL_UNK0) {
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Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(&atCol->actor->projectedPos, NA_SE_IT_SWORD_STRIKE);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (acElem->elemMaterial == ELEM_MATERIAL_UNK1) {
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} else if (acElem->elemMaterial == ELEM_MATERIAL_UNK1) {
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Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &atCol->actor->projectedPos, 4,
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SFX_PLAY_AT_POS(&atCol->actor->projectedPos, NA_SE_IT_SWORD_STRIKE_HARD);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (acElem->elemMaterial == ELEM_MATERIAL_UNK2) {
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} else if (acElem->elemMaterial == ELEM_MATERIAL_UNK2) {
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Audio_PlaySfxGeneral(NA_SE_NONE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(&atCol->actor->projectedPos, NA_SE_NONE);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else if (acElem->elemMaterial == ELEM_MATERIAL_UNK3) {
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} else if (acElem->elemMaterial == ELEM_MATERIAL_UNK3) {
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Audio_PlaySfxGeneral(NA_SE_NONE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(&atCol->actor->projectedPos, NA_SE_NONE);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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}
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}
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return true;
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return true;
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@ -1705,8 +1698,7 @@ void CollisionCheck_HitEffects(PlayState* play, Collider* atCol, ColliderElement
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if (acCol->actor == NULL) {
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if (acCol->actor == NULL) {
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SFX_PLAY_CENTERED(NA_SE_IT_SHIELD_BOUND);
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SFX_PLAY_CENTERED(NA_SE_IT_SHIELD_BOUND);
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} else {
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} else {
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Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &acCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(&acCol->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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}
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}
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}
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}
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@ -3528,8 +3520,7 @@ void CollisionCheck_SpawnShieldParticlesMetal(PlayState* play, Vec3f* v) {
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*/
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*/
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void CollisionCheck_SpawnShieldParticlesMetalSfx(PlayState* play, Vec3f* v, Vec3f* pos) {
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void CollisionCheck_SpawnShieldParticlesMetalSfx(PlayState* play, Vec3f* v, Vec3f* pos) {
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CollisionCheck_SpawnShieldParticles(play, v);
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CollisionCheck_SpawnShieldParticles(play, v);
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Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_REFLECT_SW, pos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(pos, NA_SE_IT_SHIELD_REFLECT_SW);
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&gSfxDefaultReverb);
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}
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}
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/**
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/**
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@ -3569,8 +3560,7 @@ void CollisionCheck_SpawnShieldParticlesWood(PlayState* play, Vec3f* v, Vec3f* a
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woodInit.lightPoint.z = woodInit.position.z;
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woodInit.lightPoint.z = woodInit.position.z;
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Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &woodInit);
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Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &woodInit);
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Audio_PlaySfxGeneral(NA_SE_IT_REFLECTION_WOOD, actorPos, 4, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(actorPos, NA_SE_IT_REFLECTION_WOOD);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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/**
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/**
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@ -622,6 +622,5 @@ void Sfx_PlaySfxCentered2(u16 sfxId) {
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* Play a sound effect at the requested position.
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* Play a sound effect at the requested position.
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*/
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*/
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void Sfx_PlaySfxAtPos(Vec3f* projectedPos, u16 sfxId) {
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void Sfx_PlaySfxAtPos(Vec3f* projectedPos, u16 sfxId) {
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Audio_PlaySfxGeneral(sfxId, projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(projectedPos, sfxId);
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&gSfxDefaultReverb);
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}
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}
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@ -63,6 +63,5 @@ void SfxSource_PlaySfxAtFixedWorldPos(PlayState* play, Vec3f* worldPos, s32 dura
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source->countdown = duration;
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source->countdown = duration;
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SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
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SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
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Audio_PlaySfxGeneral(sfxId, &source->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(&source->projectedPos, sfxId);
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&gSfxDefaultReverb);
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}
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}
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@ -182,8 +182,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
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}
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}
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}
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}
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this->timer = 0;
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this->timer = 0;
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Audio_PlaySfxGeneral(NA_SE_IT_ARROW_STICK_CRE, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_IT_ARROW_STICK_CRE);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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return;
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return;
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}
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}
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@ -311,12 +310,10 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
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}
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}
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}
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}
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ArmsHook_PullPlayer(this);
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ArmsHook_PullPlayer(this);
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Audio_PlaySfxGeneral(NA_SE_IT_HOOKSHOT_STICK_OBJ, &this->actor.projectedPos, 4,
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SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_IT_HOOKSHOT_STICK_OBJ);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else {
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} else {
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CollisionCheck_SpawnShieldParticlesMetal(play, &this->actor.world.pos);
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CollisionCheck_SpawnShieldParticlesMetal(play, &this->actor.world.pos);
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Audio_PlaySfxGeneral(NA_SE_IT_HOOKSHOT_REFLECT, &this->actor.projectedPos, 4,
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SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_IT_HOOKSHOT_REFLECT);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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} else if (CHECK_BTN_ANY(play->state.input[0].press.button,
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} else if (CHECK_BTN_ANY(play->state.input[0].press.button,
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(BTN_A | BTN_B | BTN_R | BTN_CUP | BTN_CDOWN | BTN_CLEFT | BTN_CRIGHT))) {
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(BTN_A | BTN_B | BTN_R | BTN_CUP | BTN_CDOWN | BTN_CLEFT | BTN_CRIGHT))) {
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@ -180,8 +180,7 @@ void BgDdanKd_LowerStairs(BgDdanKd* this, PlayState* play) {
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func_8003555C(play, &pos1, &velocity, &accel);
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func_8003555C(play, &pos1, &velocity, &accel);
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}
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}
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Camera_RequestQuake(&play->mainCamera, 0, effectStrength * 0.6f, 3);
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Camera_RequestQuake(&play->mainCamera, 0, effectStrength * 0.6f, 3);
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Audio_PlaySfxGeneral(NA_SE_EV_PILLAR_SINK - SFX_FLAG, &this->dyna.actor.projectedPos, 4,
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SFX_PLAY_AT_POS(&this->dyna.actor.projectedPos, NA_SE_EV_PILLAR_SINK - SFX_FLAG);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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}
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}
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@ -263,11 +263,9 @@ void BgDodoago_OpenJaw(BgDodoago* this, PlayState* play) {
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if (Math_SmoothStepToS(&this->dyna.actor.shape.rot.x, 0x1333, 110 - this->state, 0x3E8, 0x32) == 0) {
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if (Math_SmoothStepToS(&this->dyna.actor.shape.rot.x, 0x1333, 110 - this->state, 0x3E8, 0x32) == 0) {
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BgDodoago_SetupAction(this, BgDodoago_DoNothing);
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BgDodoago_SetupAction(this, BgDodoago_DoNothing);
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Audio_PlaySfxGeneral(NA_SE_EV_STONE_BOUND, &this->dyna.actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
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SFX_PLAY_AT_POS(&this->dyna.actor.projectedPos, NA_SE_EV_STONE_BOUND);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else {
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} else {
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Audio_PlaySfxGeneral(NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG, &this->dyna.actor.projectedPos, 4,
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SFX_PLAY_AT_POS(&this->dyna.actor.projectedPos, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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}
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}
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@ -298,11 +298,9 @@ void BgGanonOtyuka_Fall(BgGanonOtyuka* this, PlayState* play) {
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}
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}
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} else {
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} else {
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if (this->dropTimer == 1) {
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if (this->dropTimer == 1) {
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Audio_PlaySfxGeneral(NA_SE_EV_STONEDOOR_STOP, &this->dyna.actor.projectedPos, 4,
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SFX_PLAY_AT_POS(&this->dyna.actor.projectedPos, NA_SE_EV_STONEDOOR_STOP);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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} else {
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} else {
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Audio_PlaySfxGeneral(NA_SE_EV_BLOCKSINK - SFX_FLAG, &this->dyna.actor.projectedPos, 4,
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SFX_PLAY_AT_POS(&this->dyna.actor.projectedPos, NA_SE_EV_BLOCKSINK - SFX_FLAG);
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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}
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}
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Math_ApproachF(&this->dyna.actor.world.pos.y, -1000.0f, 1.0f, this->dyna.actor.speed);
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Math_ApproachF(&this->dyna.actor.world.pos.y, -1000.0f, 1.0f, this->dyna.actor.speed);
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Math_ApproachF(&this->dyna.actor.speed, 100.0f, 1.0f, 0.1f);
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Math_ApproachF(&this->dyna.actor.speed, 100.0f, 1.0f, 0.1f);
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@ -95,8 +95,7 @@ void BgVbSima_Update(Actor* thisx, PlayState* play) {
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this->dyna.actor.world.pos.z += 2.0f * Math_CosS(this->shakeTimer * 0x8000);
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this->dyna.actor.world.pos.z += 2.0f * Math_CosS(this->shakeTimer * 0x8000);
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this->dyna.actor.shape.rot.x = (s16)Math_SinS(this->shakeTimer * 0x7000) * 0x37;
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this->dyna.actor.shape.rot.x = (s16)Math_SinS(this->shakeTimer * 0x7000) * 0x37;
|
||||||
this->dyna.actor.shape.rot.z = (s16)Math_SinS(this->shakeTimer * 0x5000) * 0x37;
|
this->dyna.actor.shape.rot.z = (s16)Math_SinS(this->shakeTimer * 0x5000) * 0x37;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_BLOCKSINK - SFX_FLAG, &this->dyna.actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->dyna.actor.projectedPos, NA_SE_EV_BLOCKSINK - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (signal == VBSIMA_KILL) {
|
} else if (signal == VBSIMA_KILL) {
|
||||||
Actor_Kill(&this->dyna.actor);
|
Actor_Kill(&this->dyna.actor);
|
||||||
}
|
}
|
||||||
|
|
|
@ -65,8 +65,7 @@ void BgZg_Destroy(Actor* thisx, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void func_808C0C50(BgZg* this) {
|
void func_808C0C50(BgZg* this) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_METALDOOR_OPEN, &this->dyna.actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->dyna.actor.projectedPos, NA_SE_EV_METALDOOR_OPEN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
s32 func_808C0C98(BgZg* this, PlayState* play) {
|
s32 func_808C0C98(BgZg* this, PlayState* play) {
|
||||||
|
|
|
@ -404,8 +404,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
||||||
this->fogMode = 1;
|
this->fogMode = 1;
|
||||||
}
|
}
|
||||||
if (this->timers[0] < 50) {
|
if (this->timers[0] < 50) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
this->subCamAtYOffset = Math_CosS(this->work[BFD_MOVE_TIMER] * 0x8000) * this->subCamShake;
|
this->subCamAtYOffset = Math_CosS(this->work[BFD_MOVE_TIMER] * 0x8000) * this->subCamShake;
|
||||||
Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
|
Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
|
||||||
}
|
}
|
||||||
|
@ -425,8 +424,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
||||||
case BFD_CS_LOOK_GROUND:
|
case BFD_CS_LOOK_GROUND:
|
||||||
this->subCamAtYOffset = Math_CosS(this->work[BFD_MOVE_TIMER] * 0x8000) * this->subCamShake;
|
this->subCamAtYOffset = Math_CosS(this->work[BFD_MOVE_TIMER] * 0x8000) * this->subCamShake;
|
||||||
Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
|
Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
if (this->timers[0] == 0) {
|
if (this->timers[0] == 0) {
|
||||||
this->introState = BFD_CS_COLLAPSE;
|
this->introState = BFD_CS_COLLAPSE;
|
||||||
this->subCamEyeNext.x = player2->actor.world.pos.x + 100.0f + 300.0f;
|
this->subCamEyeNext.x = player2->actor.world.pos.x + 100.0f + 300.0f;
|
||||||
|
@ -446,8 +444,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
||||||
this->subCamAccel = 0.005f;
|
this->subCamAccel = 0.005f;
|
||||||
this->subCamAtYOffset = Math_CosS(this->work[BFD_MOVE_TIMER] * 0x8000) * this->subCamShake;
|
this->subCamAtYOffset = Math_CosS(this->work[BFD_MOVE_TIMER] * 0x8000) * this->subCamShake;
|
||||||
Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
|
Math_ApproachF(&this->subCamShake, 2.0f, 1.0f, 0.8 * 0.01f);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
if (this->timers[0] == 100) {
|
if (this->timers[0] == 100) {
|
||||||
this->platformSignal = VBSIMA_COLLAPSE;
|
this->platformSignal = VBSIMA_COLLAPSE;
|
||||||
}
|
}
|
||||||
|
@ -483,8 +480,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
||||||
PRINTF("WAY_SPD Y = %f\n", this->subCamAtVel.y);
|
PRINTF("WAY_SPD Y = %f\n", this->subCamAtVel.y);
|
||||||
PRINTF("WAY_SPD Z = %f\n", this->subCamAtVel.z);
|
PRINTF("WAY_SPD Z = %f\n", this->subCamAtVel.z);
|
||||||
if ((this->timers[3] > 190) && !GET_EVENTCHKINF(EVENTCHKINF_BEGAN_VOLVAGIA_BATTLE)) {
|
if ((this->timers[3] > 190) && !GET_EVENTCHKINF(EVENTCHKINF_BEGAN_VOLVAGIA_BATTLE)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_ROLL - SFX_FLAG, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_DODO_K_ROLL - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
if (this->timers[3] == 190) {
|
if (this->timers[3] == 190) {
|
||||||
this->subCamAtMaxVelFrac.x = this->subCamAtMaxVelFrac.y = this->subCamAtMaxVelFrac.z = 0.05f;
|
this->subCamAtMaxVelFrac.x = this->subCamAtMaxVelFrac.y = this->subCamAtMaxVelFrac.z = 0.05f;
|
||||||
|
@ -694,8 +690,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
||||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_CEILING) {
|
if (this->actor.bgCheckFlags & BGCHECKFLAG_CEILING) {
|
||||||
this->fwork[BFD_CEILING_BOUNCE] = -18384.0f;
|
this->fwork[BFD_CEILING_BOUNCE] = -18384.0f;
|
||||||
this->timers[1] = 10;
|
this->timers[1] = 10;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_EXPLOSION, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_EXPLOSION);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Actor_RequestQuakeWithSpeed(play, 3, 10, 0x7530);
|
Actor_RequestQuakeWithSpeed(play, 3, 10, 0x7530);
|
||||||
this->work[BFD_ROCK_TIMER] = 300;
|
this->work[BFD_ROCK_TIMER] = 300;
|
||||||
}
|
}
|
||||||
|
@ -794,8 +789,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
||||||
|
|
||||||
sp150 = 1;
|
sp150 = 1;
|
||||||
if (this->work[BFD_MOVE_TIMER] & 0x1C) {
|
if (this->work[BFD_MOVE_TIMER] & 0x1C) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_BURN - SFX_FLAG, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_VALVAISA_BURN - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
for (i1 = 0; i1 < sp150; i1++) {
|
for (i1 = 0; i1 < sp150; i1++) {
|
||||||
if (sp150) { // Needed for matching
|
if (sp150) { // Needed for matching
|
||||||
|
@ -867,9 +861,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
||||||
this->work[BFD_CEILING_TARGET]++;
|
this->work[BFD_CEILING_TARGET]++;
|
||||||
this->timers[1] = 60;
|
this->timers[1] = 60;
|
||||||
this->work[BFD_CAM_SHAKE_TIMER] = 20;
|
this->work[BFD_CAM_SHAKE_TIMER] = 20;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_LAND2, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_VALVAISA_LAND2);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
|
||||||
&gSfxDefaultReverb);
|
|
||||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_5);
|
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_5);
|
||||||
for (i1 = 0; i1 < 15; i1++) {
|
for (i1 = 0; i1 < 15; i1++) {
|
||||||
Vec3f sp144 = { 0.0f, 0.0f, 0.0f };
|
Vec3f sp144 = { 0.0f, 0.0f, 0.0f };
|
||||||
|
@ -910,8 +902,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
|
||||||
Vec3f sp114 = { 0.0f, 0.0f, 0.0f };
|
Vec3f sp114 = { 0.0f, 0.0f, 0.0f };
|
||||||
Vec3f sp108 = { 0.0f, 0.03f, 0.0f };
|
Vec3f sp108 = { 0.0f, 0.03f, 0.0f };
|
||||||
|
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_GOMA_LAST - SFX_FLAG, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_GOMA_LAST - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
|
|
||||||
sp120.x = Rand_CenteredFloat(40.0f) + this->actor.world.pos.x;
|
sp120.x = Rand_CenteredFloat(40.0f) + this->actor.world.pos.x;
|
||||||
sp120.y = (Rand_CenteredFloat(10.0f) + this->actor.world.pos.y) - 10.0f;
|
sp120.y = (Rand_CenteredFloat(10.0f) + this->actor.world.pos.y) - 10.0f;
|
||||||
|
@ -1159,8 +1150,7 @@ void BossFd_Effects(BossFd* this, PlayState* play) {
|
||||||
|
|
||||||
if (this->work[BFD_ROAR_TIMER] != 0) {
|
if (this->work[BFD_ROAR_TIMER] != 0) {
|
||||||
if (this->work[BFD_ROAR_TIMER] == 37) {
|
if (this->work[BFD_ROAR_TIMER] == 37) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_ROAR, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_VALVAISA_ROAR);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
jawAngle = 6000.0f;
|
jawAngle = 6000.0f;
|
||||||
jawSpeed = 1300.0f;
|
jawSpeed = 1300.0f;
|
||||||
|
@ -1180,8 +1170,7 @@ void BossFd_Effects(BossFd* this, PlayState* play) {
|
||||||
Vec3f spawnPos1;
|
Vec3f spawnPos1;
|
||||||
s16 i;
|
s16 i;
|
||||||
|
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_APPEAR - SFX_FLAG, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_VALVAISA_APPEAR - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
if (this->work[BFD_SPLASH_TIMER] != 0) {
|
if (this->work[BFD_SPLASH_TIMER] != 0) {
|
||||||
this->work[BFD_SPLASH_TIMER]--;
|
this->work[BFD_SPLASH_TIMER]--;
|
||||||
if ((this->actor.colChkInfo.health == 0) ||
|
if ((this->actor.colChkInfo.health == 0) ||
|
||||||
|
@ -1259,8 +1248,7 @@ void BossFd_Effects(BossFd* this, PlayState* play) {
|
||||||
this->fogMode = 2;
|
this->fogMode = 2;
|
||||||
spawnSpeed2.z = 30.0f;
|
spawnSpeed2.z = 30.0f;
|
||||||
|
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_FIRE - SFX_FLAG, &sFireAudioVec, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&sFireAudioVec, NA_SE_EN_VALVAISA_FIRE - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
spawnPos2 = this->headPos;
|
spawnPos2 = this->headPos;
|
||||||
|
|
||||||
spawnAngleY = BINANG_TO_RAD_ALT(this->actor.world.rot.y);
|
spawnAngleY = BINANG_TO_RAD_ALT(this->actor.world.rot.y);
|
||||||
|
@ -1322,8 +1310,7 @@ void BossFd_CollisionCheck(BossFd* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
this->work[BFD_DAMAGE_FLASH_TIMER] = 10;
|
this->work[BFD_DAMAGE_FLASH_TIMER] = 10;
|
||||||
this->work[BFD_INVINC_TIMER] = 20;
|
this->work[BFD_INVINC_TIMER] = 20;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_DAMAGE1, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_VALVAISA_DAMAGE1);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -3971,9 +3971,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
|
||||||
|
|
||||||
if ((hitWithBottle == false) && (acHitElem->atDmgInfo.dmgFlags & DMG_SHIELD)) {
|
if ((hitWithBottle == false) && (acHitElem->atDmgInfo.dmgFlags & DMG_SHIELD)) {
|
||||||
spBA = 2;
|
spBA = 2;
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_REFLECT_MG, &player->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_IT_SHIELD_REFLECT_MG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
|
||||||
&gSfxDefaultReverb);
|
|
||||||
Rumble_Request(this->actor.xyzDistToPlayerSq, 255, 20, 150);
|
Rumble_Request(this->actor.xyzDistToPlayerSq, 255, 20, 150);
|
||||||
} else {
|
} else {
|
||||||
spBA = 1;
|
spBA = 1;
|
||||||
|
@ -3982,9 +3980,7 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
|
||||||
Math_Atan2S(sqrtf(SQ(xDistFromGanondorf) + SQ(zDistFromGanondorf)), yDistFromGanondorf);
|
Math_Atan2S(sqrtf(SQ(xDistFromGanondorf) + SQ(zDistFromGanondorf)), yDistFromGanondorf);
|
||||||
this->unk_1A4++;
|
this->unk_1A4++;
|
||||||
this->timers[1] = 2;
|
this->timers[1] = 2;
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_SWORD_REFLECT_MG, &player->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_IT_SWORD_REFLECT_MG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
|
||||||
&gSfxDefaultReverb);
|
|
||||||
Rumble_Request(this->actor.xyzDistToPlayerSq, 180, 20, 100);
|
Rumble_Request(this->actor.xyzDistToPlayerSq, 180, 20, 100);
|
||||||
|
|
||||||
if (hitWithBottle == false) {
|
if (hitWithBottle == false) {
|
||||||
|
|
|
@ -745,9 +745,7 @@ void BossMo_Tentacle(BossMo* this, PlayState* play) {
|
||||||
player->actor.parent = &this->actor;
|
player->actor.parent = &this->actor;
|
||||||
this->work[MO_TENT_ACTION_STATE] = MO_TENT_GRAB;
|
this->work[MO_TENT_ACTION_STATE] = MO_TENT_GRAB;
|
||||||
Sfx_PlaySfxAtPos(&this->tentTipPos, NA_SE_EN_MOFER_CATCH);
|
Sfx_PlaySfxAtPos(&this->tentTipPos, NA_SE_EN_MOFER_CATCH);
|
||||||
Audio_PlaySfxGeneral(NA_SE_VO_LI_DAMAGE_S, &player->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_VO_LI_DAMAGE_S);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
|
||||||
&gSfxDefaultReverb);
|
|
||||||
} else {
|
} else {
|
||||||
this->work[MO_TENT_ACTION_STATE] = MO_TENT_READY;
|
this->work[MO_TENT_ACTION_STATE] = MO_TENT_READY;
|
||||||
this->tentMaxAngle = .001f;
|
this->tentMaxAngle = .001f;
|
||||||
|
|
|
@ -1162,11 +1162,9 @@ void BossTw_ShootBeam(BossTw* this, PlayState* play) {
|
||||||
&this->actor.projectedW);
|
&this->actor.projectedW);
|
||||||
|
|
||||||
if (this->actor.params == TW_KOUME) {
|
if (this->actor.params == TW_KOUME) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_TWINROBA_SHOOT_FIRE - SFX_FLAG, &this->unk_54C, 4,
|
SFX_PLAY_AT_POS(&this->unk_54C, NA_SE_EN_TWINROBA_SHOOT_FIRE - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else {
|
} else {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_TWINROBA_SHOOT_FREEZE - SFX_FLAG, &this->unk_54C, 4,
|
SFX_PLAY_AT_POS(&this->unk_54C, NA_SE_EN_TWINROBA_SHOOT_FREEZE - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -1192,15 +1190,11 @@ void BossTw_ShootBeam(BossTw* this, PlayState* play) {
|
||||||
&this->actor.projectedW);
|
&this->actor.projectedW);
|
||||||
|
|
||||||
if (this->actor.params == TW_KOUME) {
|
if (this->actor.params == TW_KOUME) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_TWINROBA_SHOOT_FIRE - SFX_FLAG, &this->unk_558, 4U,
|
SFX_PLAY_AT_POS(&this->unk_558, NA_SE_EN_TWINROBA_SHOOT_FIRE - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
SFX_PLAY_AT_POS(&this->unk_558, NA_SE_EN_TWINROBA_REFL_FIRE - SFX_FLAG);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_TWINROBA_REFL_FIRE - SFX_FLAG, &this->unk_558, 4,
|
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else {
|
} else {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_TWINROBA_SHOOT_FREEZE - SFX_FLAG, &this->unk_558, 4,
|
SFX_PLAY_AT_POS(&this->unk_558, NA_SE_EN_TWINROBA_SHOOT_FREEZE - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
SFX_PLAY_AT_POS(&this->unk_558, NA_SE_EN_TWINROBA_REFL_FREEZE - SFX_FLAG);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_TWINROBA_REFL_FREEZE - SFX_FLAG, &this->unk_558, 4,
|
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
|
@ -3897,8 +3897,7 @@ void BossVa_SpawnTumor(PlayState* play, BossVaEffect* effect, BossVa* this, Vec3
|
||||||
effect->scale = 0.0f;
|
effect->scale = 0.0f;
|
||||||
|
|
||||||
if (((i % 4) == 0) || (mode == 2)) {
|
if (((i % 4) == 0) || (mode == 2)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_BALINADE_BREAK, &effect->pos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&effect->pos, NA_SE_EN_BALINADE_BREAK);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
|
@ -338,8 +338,7 @@ void DemoDu_CsPlaySfx_DaruniaHitsLink(PlayState* play) {
|
||||||
s32 pad;
|
s32 pad;
|
||||||
|
|
||||||
Sfx_PlaySfxAtPos(&player->actor.projectedPos, NA_SE_EN_DARUNIA_HIT_LINK);
|
Sfx_PlaySfxAtPos(&player->actor.projectedPos, NA_SE_EN_DARUNIA_HIT_LINK);
|
||||||
Audio_PlaySfxGeneral(NA_SE_VO_LI_DAMAGE_S_KID, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_VO_LI_DAMAGE_S_KID);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Cutscene: Darunia gives Link the Goron's Ruby.
|
// Cutscene: Darunia gives Link the Goron's Ruby.
|
||||||
|
@ -353,8 +352,7 @@ void DemoDu_CsPlaySfx_LinkEscapeFromGorons(PlayState* play) {
|
||||||
if (play->csCtx.curFrame == 1400) {
|
if (play->csCtx.curFrame == 1400) {
|
||||||
Player* player = GET_PLAYER(play);
|
Player* player = GET_PLAYER(play);
|
||||||
|
|
||||||
Audio_PlaySfxGeneral(NA_SE_VO_LI_FALL_L_KID, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_VO_LI_FALL_L_KID);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -364,8 +362,7 @@ void DemoDu_CsPlaySfx_LinkSurprised(PlayState* play) {
|
||||||
if (play->csCtx.curFrame == 174) {
|
if (play->csCtx.curFrame == 174) {
|
||||||
Player* player = GET_PLAYER(play);
|
Player* player = GET_PLAYER(play);
|
||||||
|
|
||||||
Audio_PlaySfxGeneral(NA_SE_VO_LI_SURPRISE_KID, &player->actor.projectedPos, 4U, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_VO_LI_SURPRISE_KID);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -56,8 +56,7 @@ void DemoExt_Init(Actor* thisx, PlayState* play) {
|
||||||
|
|
||||||
void DemoExt_PlayVortexSFX(DemoExt* this) {
|
void DemoExt_PlayVortexSFX(DemoExt* this) {
|
||||||
if (this->alphaTimer <= (kREG(35) + 40.0f) - 15.0f) {
|
if (this->alphaTimer <= (kREG(35) + 40.0f) - 15.0f) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_FANTOM_WARP_L - SFX_FLAG, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_FANTOM_WARP_L - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -104,20 +104,17 @@ void DemoIk_Type1PlaySfx(DemoIk* this) {
|
||||||
switch (this->actor.params) {
|
switch (this->actor.params) {
|
||||||
case 0:
|
case 0:
|
||||||
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
if (Animation_OnFrame(&this->skelAnime, 5.0f)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND1_DEMO, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_IRONNACK_ARMOR_LAND1_DEMO);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case 1:
|
case 1:
|
||||||
if (Animation_OnFrame(&this->skelAnime, 10.0f)) {
|
if (Animation_OnFrame(&this->skelAnime, 10.0f)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND3_DEMO, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_IRONNACK_ARMOR_LAND3_DEMO);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case 2:
|
case 2:
|
||||||
if (Animation_OnFrame(&this->skelAnime, 9.0f)) {
|
if (Animation_OnFrame(&this->skelAnime, 9.0f)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_LAND2_DEMO, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_IRONNACK_ARMOR_LAND2_DEMO);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -337,8 +334,7 @@ void DemoIk_Type2Init(DemoIk* this, PlayState* play) {
|
||||||
|
|
||||||
void DemoIk_Type2PlaySfxOnFrame(DemoIk* this, f32 frame) {
|
void DemoIk_Type2PlaySfxOnFrame(DemoIk* this, f32 frame) {
|
||||||
if (Animation_OnFrame(&this->skelAnime, frame)) {
|
if (Animation_OnFrame(&this->skelAnime, frame)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_IRONNACK_ARMOR_OFF_DEMO);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -746,8 +746,7 @@ void func_80986570(DemoIm* this, PlayState* play) {
|
||||||
u32 sfxId = NA_SE_PL_WALK_GROUND;
|
u32 sfxId = NA_SE_PL_WALK_GROUND;
|
||||||
|
|
||||||
sfxId += SurfaceType_GetSfxOffset(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId);
|
sfxId += SurfaceType_GetSfxOffset(&play->colCtx, this->actor.floorPoly, this->actor.floorBgId);
|
||||||
Audio_PlaySfxGeneral(sfxId, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, sfxId);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -128,8 +128,7 @@ void func_80993848(DemoTreLgt* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
if ((currentFrame > 30.0f) && !(this->status & 1)) {
|
if ((currentFrame > 30.0f) && !(this->status & 1)) {
|
||||||
this->status |= 1;
|
this->status |= 1;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_TRE_BOX_FLASH, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_TRE_BOX_FLASH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
if (SkelCurve_Update(play, &this->skelCurve)) {
|
if (SkelCurve_Update(play, &this->skelCurve)) {
|
||||||
Actor_Kill(&this->actor);
|
Actor_Kill(&this->actor);
|
||||||
|
|
|
@ -481,8 +481,7 @@ void DoorWarp1_ChildWarpIdle(DoorWarp1* this, PlayState* play) {
|
||||||
if (DoorWarp1_PlayerInRange(this, play)) {
|
if (DoorWarp1_PlayerInRange(this, play)) {
|
||||||
Player* player = GET_PLAYER(play);
|
Player* player = GET_PLAYER(play);
|
||||||
|
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_LINK_WARP, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_EV_LINK_WARP);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
OnePointCutscene_Init(play, 0x25E7, 999, &this->actor, CAM_ID_MAIN);
|
OnePointCutscene_Init(play, 0x25E7, 999, &this->actor, CAM_ID_MAIN);
|
||||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_10);
|
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_10);
|
||||||
|
|
||||||
|
@ -596,8 +595,7 @@ void func_80999EE0(DoorWarp1* this, PlayState* play) {
|
||||||
|
|
||||||
void func_80999FE4(DoorWarp1* this, PlayState* play) {
|
void func_80999FE4(DoorWarp1* this, PlayState* play) {
|
||||||
if (Message_GetState(&play->msgCtx) == TEXT_STATE_NONE) {
|
if (Message_GetState(&play->msgCtx) == TEXT_STATE_NONE) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_LINK_WARP, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_LINK_WARP);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
OnePointCutscene_Init(play, 0x25E9, 999, &this->actor, CAM_ID_MAIN);
|
OnePointCutscene_Init(play, 0x25E9, 999, &this->actor, CAM_ID_MAIN);
|
||||||
// Using `CAM_ID_NONE` here defaults to the active camera
|
// Using `CAM_ID_NONE` here defaults to the active camera
|
||||||
Play_CopyCamera(play, CAM_ID_NONE, sRutoWarpSubCamId);
|
Play_CopyCamera(play, CAM_ID_NONE, sRutoWarpSubCamId);
|
||||||
|
@ -684,8 +682,7 @@ void func_8099A508(DoorWarp1* this, PlayState* play) {
|
||||||
this->unk_1B2--;
|
this->unk_1B2--;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_LINK_WARP, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_EV_LINK_WARP);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Animation_ChangeImpl(&this->skelAnime, &gWarpCrystalAnim, 1.0f, Animation_GetLastFrame(&gWarpCrystalAnim),
|
Animation_ChangeImpl(&this->skelAnime, &gWarpCrystalAnim, 1.0f, Animation_GetLastFrame(&gWarpCrystalAnim),
|
||||||
Animation_GetLastFrame(&gWarpCrystalAnim), ANIMMODE_ONCE, 40.0f, ANIMTAPER_ACCEL);
|
Animation_GetLastFrame(&gWarpCrystalAnim), ANIMMODE_ONCE, 40.0f, ANIMTAPER_ACCEL);
|
||||||
|
|
||||||
|
|
|
@ -141,8 +141,7 @@ void func_809BC598(EnBdfire* this, PlayState* play) {
|
||||||
this->unk_158 = bossDodongo->unk_1A2;
|
this->unk_158 = bossDodongo->unk_1A2;
|
||||||
quarterTurn = false;
|
quarterTurn = false;
|
||||||
if (this->actor.params == 0) {
|
if (this->actor.params == 0) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_DODO_K_FIRE - SFX_FLAG, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_DODO_K_FIRE - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
Math_SmoothStepToF(&this->actor.scale.x, this->unk_188, 0.3f, 0.5f, 0.0f);
|
Math_SmoothStepToF(&this->actor.scale.x, this->unk_188, 0.3f, 0.5f, 0.0f);
|
||||||
Actor_SetScale(&this->actor, this->actor.scale.x);
|
Actor_SetScale(&this->actor, this->actor.scale.x);
|
||||||
|
|
|
@ -273,8 +273,7 @@ void EnBox_Fall(EnBox* this, PlayState* play) {
|
||||||
EnBox_SetupAction(this, EnBox_WaitOpen);
|
EnBox_SetupAction(this, EnBox_WaitOpen);
|
||||||
OnePointCutscene_EndCutscene(play, this->subCamId);
|
OnePointCutscene_EndCutscene(play, this->subCamId);
|
||||||
}
|
}
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_COFFIN_CAP_BOUND, &this->dyna.actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->dyna.actor.projectedPos, NA_SE_EV_COFFIN_CAP_BOUND);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
EnBox_SpawnDust(this, play);
|
EnBox_SpawnDust(this, play);
|
||||||
}
|
}
|
||||||
yDiff = this->dyna.actor.world.pos.y - this->dyna.actor.floorHeight;
|
yDiff = this->dyna.actor.world.pos.y - this->dyna.actor.floorHeight;
|
||||||
|
@ -383,8 +382,7 @@ void EnBox_AppearInit(EnBox* this, PlayState* play) {
|
||||||
this->unk_1A8 = 0;
|
this->unk_1A8 = 0;
|
||||||
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_KANKYO, this->dyna.actor.home.pos.x, this->dyna.actor.home.pos.y,
|
Actor_Spawn(&play->actorCtx, play, ACTOR_DEMO_KANKYO, this->dyna.actor.home.pos.x, this->dyna.actor.home.pos.y,
|
||||||
this->dyna.actor.home.pos.z, 0, 0, 0, DEMOKANKYO_SPARKLES);
|
this->dyna.actor.home.pos.z, 0, 0, 0, DEMOKANKYO_SPARKLES);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_TRE_BOX_APPEAR, &this->dyna.actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->dyna.actor.projectedPos, NA_SE_EV_TRE_BOX_APPEAR);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -486,8 +484,7 @@ void EnBox_Open(EnBox* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (sfxId != 0) {
|
if (sfxId != 0) {
|
||||||
Audio_PlaySfxGeneral(sfxId, &this->dyna.actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->dyna.actor.projectedPos, sfxId);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this->skelanime.jointTable[3].z > 0) {
|
if (this->skelanime.jointTable[3].z > 0) {
|
||||||
|
|
|
@ -511,9 +511,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
|
||||||
canBottleReflect2 = canBottleReflect1;
|
canBottleReflect2 = canBottleReflect1;
|
||||||
if (!canBottleReflect2 && (acHitElem->atDmgInfo.dmgFlags & DMG_SHIELD)) {
|
if (!canBottleReflect2 && (acHitElem->atDmgInfo.dmgFlags & DMG_SHIELD)) {
|
||||||
killMode = BALL_IMPACT;
|
killMode = BALL_IMPACT;
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_REFLECT_MG, &player->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_IT_SHIELD_REFLECT_MG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
|
||||||
&gSfxDefaultReverb);
|
|
||||||
Rumble_Request(this->actor.xyzDistToPlayerSq, 255, 20, 150);
|
Rumble_Request(this->actor.xyzDistToPlayerSq, 255, 20, 150);
|
||||||
} else {
|
} else {
|
||||||
if (bossGnd->flyMode == GND_FLY_NEUTRAL) {
|
if (bossGnd->flyMode == GND_FLY_NEUTRAL) {
|
||||||
|
@ -540,9 +538,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
|
||||||
RAD_TO_BINANG(Math_FAtan2F(dyPG, sqrtf((dxPG * dxPG) + (dzPG * dzPG)))) + angleModX;
|
RAD_TO_BINANG(Math_FAtan2F(dyPG, sqrtf((dxPG * dxPG) + (dzPG * dzPG)))) + angleModX;
|
||||||
this->work[FHGFIRE_FIRE_MODE] = FHGFIRE_LIGHT_BLUE;
|
this->work[FHGFIRE_FIRE_MODE] = FHGFIRE_LIGHT_BLUE;
|
||||||
this->work[FHGFIRE_FX_TIMER] = 2;
|
this->work[FHGFIRE_FX_TIMER] = 2;
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_SWORD_REFLECT_MG, &player->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_IT_SWORD_REFLECT_MG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
|
||||||
&gSfxDefaultReverb);
|
|
||||||
Rumble_Request(this->actor.xyzDistToPlayerSq, 180, 20, 100);
|
Rumble_Request(this->actor.xyzDistToPlayerSq, 180, 20, 100);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -576,12 +572,8 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
|
||||||
if ((fabsf(dxPG) < 30.0f) && (fabsf(dzPG) < 30.0f) && (fabsf(dyPG) < 45.0f)) {
|
if ((fabsf(dxPG) < 30.0f) && (fabsf(dzPG) < 30.0f) && (fabsf(dyPG) < 45.0f)) {
|
||||||
killMode = BALL_IMPACT;
|
killMode = BALL_IMPACT;
|
||||||
bossGnd->returnCount = this->work[FHGFIRE_RETURN_COUNT] + 1;
|
bossGnd->returnCount = this->work[FHGFIRE_RETURN_COUNT] + 1;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_FANTOM_HIT_THUNDER, &bossGnd->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&bossGnd->actor.projectedPos, NA_SE_EN_FANTOM_HIT_THUNDER);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&bossGnd->actor.projectedPos, NA_SE_EN_FANTOM_DAMAGE);
|
||||||
&gSfxDefaultReverb);
|
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_FANTOM_DAMAGE, &bossGnd->actor.projectedPos, 4,
|
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
|
||||||
&gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -786,8 +786,7 @@ void EnGo_FireGenericActionFunc(EnGo* this, PlayState* play) {
|
||||||
|
|
||||||
void EnGo_CurledUp(EnGo* this, PlayState* play) {
|
void EnGo_CurledUp(EnGo* this, PlayState* play) {
|
||||||
if ((DECR(this->unk_210) == 0) && EnGo_IsCameraModified(this, play)) {
|
if ((DECR(this->unk_210) == 0) && EnGo_IsCameraModified(this, play)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_GOLON_WAKE_UP, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_GOLON_WAKE_UP);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
|
|
||||||
this->skelAnime.playSpeed = 0.1f;
|
this->skelAnime.playSpeed = 0.1f;
|
||||||
this->skelAnime.playSpeed *= PARAMS_GET_NOSHIFT(this->actor.params, 4, 4) == 0x90 ? 0.5f : 1.0f;
|
this->skelAnime.playSpeed *= PARAMS_GET_NOSHIFT(this->actor.params, 4, 4) == 0x90 ? 0.5f : 1.0f;
|
||||||
|
@ -822,8 +821,7 @@ void EnGo_WakeUp(EnGo* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (DECR(this->unk_212) == 0) {
|
if (DECR(this->unk_212) == 0) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_GOLON_SIT_DOWN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_GOLON_SIT_DOWN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
EnGo_SetupAction(this, func_80A405CC);
|
EnGo_SetupAction(this, func_80A405CC);
|
||||||
} else if (!EnGo_IsCameraModified(this, play)) {
|
} else if (!EnGo_IsCameraModified(this, play)) {
|
||||||
EnGo_ReverseAnimation(this);
|
EnGo_ReverseAnimation(this);
|
||||||
|
@ -842,8 +840,7 @@ void func_80A40494(EnGo* this, PlayState* play) {
|
||||||
frame += this->skelAnime.playSpeed;
|
frame += this->skelAnime.playSpeed;
|
||||||
|
|
||||||
if (!(frame >= 0.0f)) {
|
if (!(frame >= 0.0f)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_DODO_M_GND, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_DODO_M_GND);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
EnGo_SpawnDust(this, 10, 0.4f, 0.1f, 16, 26.0f, 2.0f);
|
EnGo_SpawnDust(this, 10, 0.4f, 0.1f, 16, 26.0f, 2.0f);
|
||||||
EnGo_ReverseAnimation(this);
|
EnGo_ReverseAnimation(this);
|
||||||
this->skelAnime.playSpeed = 0.0f;
|
this->skelAnime.playSpeed = 0.0f;
|
||||||
|
@ -937,8 +934,7 @@ void func_80A408D8(EnGo* this, PlayState* play) {
|
||||||
EnGo_SetupAction(this, func_80A40494);
|
EnGo_SetupAction(this, func_80A40494);
|
||||||
} else if (EnGo_IsCameraModified(this, play)) {
|
} else if (EnGo_IsCameraModified(this, play)) {
|
||||||
EnGo_ReverseAnimation(this);
|
EnGo_ReverseAnimation(this);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_GOLON_SIT_DOWN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_GOLON_SIT_DOWN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
this->skelAnime.playSpeed = 0.0f;
|
this->skelAnime.playSpeed = 0.0f;
|
||||||
EnGo_SetupAction(this, func_80A405CC);
|
EnGo_SetupAction(this, func_80A405CC);
|
||||||
}
|
}
|
||||||
|
|
|
@ -441,8 +441,7 @@ void EnGoma_Dead(EnGoma* this, PlayState* play) {
|
||||||
|
|
||||||
parent->childrenGohmaState[this->actor.params] = -1;
|
parent->childrenGohmaState[this->actor.params] = -1;
|
||||||
}
|
}
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_EXTINCT, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_EXTINCT);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Actor_Kill(&this->actor);
|
Actor_Kill(&this->actor);
|
||||||
Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, 0x30);
|
Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, 0x30);
|
||||||
}
|
}
|
||||||
|
|
|
@ -627,8 +627,7 @@ void EnHorse_PlayWalkingSfx(EnHorse* this) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_WALK, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_WALK);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
if (++this->soundTimer >= ARRAY_COUNT(sAnimSoundFrames)) {
|
if (++this->soundTimer >= ARRAY_COUNT(sAnimSoundFrames)) {
|
||||||
this->soundTimer = 0;
|
this->soundTimer = 0;
|
||||||
}
|
}
|
||||||
|
@ -636,13 +635,11 @@ void EnHorse_PlayWalkingSfx(EnHorse* this) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnHorse_PlayTrottingSfx(EnHorse* this) {
|
void EnHorse_PlayTrottingSfx(EnHorse* this) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_RUN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnHorse_PlayGallopingSfx(EnHorse* this) {
|
void EnHorse_PlayGallopingSfx(EnHorse* this) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_RUN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
f32 EnHorse_SlopeSpeedMultiplier(EnHorse* this, PlayState* play) {
|
f32 EnHorse_SlopeSpeedMultiplier(EnHorse* this, PlayState* play) {
|
||||||
|
@ -677,13 +674,11 @@ void EnHorse_IdleAnimSounds(EnHorse* this, PlayState* play) {
|
||||||
(this->curFrame > 28.0f && this->type == HORSE_HNI)) &&
|
(this->curFrame > 28.0f && this->type == HORSE_HNI)) &&
|
||||||
!(this->stateFlags & ENHORSE_SANDDUST_SOUND)) {
|
!(this->stateFlags & ENHORSE_SANDDUST_SOUND)) {
|
||||||
this->stateFlags |= ENHORSE_SANDDUST_SOUND;
|
this->stateFlags |= ENHORSE_SANDDUST_SOUND;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_SANDDUST, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_SANDDUST);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (this->animationIdx == ENHORSE_ANIM_REARING && this->curFrame > 25.0f &&
|
} else if (this->animationIdx == ENHORSE_ANIM_REARING && this->curFrame > 25.0f &&
|
||||||
!(this->stateFlags & ENHORSE_LAND2_SOUND)) {
|
!(this->stateFlags & ENHORSE_LAND2_SOUND)) {
|
||||||
this->stateFlags |= ENHORSE_LAND2_SOUND;
|
this->stateFlags |= ENHORSE_LAND2_SOUND;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_LAND2, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_LAND2);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1100,8 +1095,7 @@ void EnHorse_StartMountedIdle(EnHorse* this) {
|
||||||
if ((this->curFrame > 35.0f && this->type == HORSE_EPONA) || (this->curFrame > 28.0f && this->type == HORSE_HNI)) {
|
if ((this->curFrame > 35.0f && this->type == HORSE_EPONA) || (this->curFrame > 28.0f && this->type == HORSE_HNI)) {
|
||||||
if (!(this->stateFlags & ENHORSE_SANDDUST_SOUND)) {
|
if (!(this->stateFlags & ENHORSE_SANDDUST_SOUND)) {
|
||||||
this->stateFlags |= ENHORSE_SANDDUST_SOUND;
|
this->stateFlags |= ENHORSE_SANDDUST_SOUND;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_SANDDUST, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_SANDDUST);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
curFrame = this->skin.skelAnime.curFrame;
|
curFrame = this->skin.skelAnime.curFrame;
|
||||||
|
@ -1153,8 +1147,7 @@ void EnHorse_MountedIdleWhinney(EnHorse* this) {
|
||||||
Animation_GetLastFrame(sAnimationHeaders[this->type][this->animationIdx]), ANIMMODE_ONCE, -3.0f);
|
Animation_GetLastFrame(sAnimationHeaders[this->type][this->animationIdx]), ANIMMODE_ONCE, -3.0f);
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_GROAN, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_GROAN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1424,8 +1417,7 @@ void EnHorse_StartRearing(EnHorse* this) {
|
||||||
this->stateFlags &= ~ENHORSE_LAND2_SOUND;
|
this->stateFlags &= ~ENHORSE_LAND2_SOUND;
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
Rumble_Request(0.0f, 180, 20, 100);
|
Rumble_Request(0.0f, 180, 20, 100);
|
||||||
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->type][this->animationIdx], 1.0f, 0.0f,
|
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->type][this->animationIdx], 1.0f, 0.0f,
|
||||||
|
@ -1440,8 +1432,7 @@ void EnHorse_MountedRearing(EnHorse* this, PlayState* play) {
|
||||||
if (this->curFrame > 25.0f) {
|
if (this->curFrame > 25.0f) {
|
||||||
if (!(this->stateFlags & ENHORSE_LAND2_SOUND)) {
|
if (!(this->stateFlags & ENHORSE_LAND2_SOUND)) {
|
||||||
this->stateFlags |= ENHORSE_LAND2_SOUND;
|
this->stateFlags |= ENHORSE_LAND2_SOUND;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_LAND2, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_LAND2);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Rumble_Request(0.0f, 180, 20, 100);
|
Rumble_Request(0.0f, 180, 20, 100);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1474,8 +1465,7 @@ void EnHorse_StartBraking(EnHorse* this, PlayState* play) {
|
||||||
this->action = ENHORSE_ACT_STOPPING;
|
this->action = ENHORSE_ACT_STOPPING;
|
||||||
this->animationIdx = ENHORSE_ANIM_STOPPING;
|
this->animationIdx = ENHORSE_ANIM_STOPPING;
|
||||||
|
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_SLIP, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_SLIP);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->type][this->animationIdx], 1.5f, 0.0f,
|
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->type][this->animationIdx], 1.5f, 0.0f,
|
||||||
Animation_GetLastFrame(sAnimationHeaders[this->type][this->animationIdx]), ANIMMODE_ONCE, -3.0f);
|
Animation_GetLastFrame(sAnimationHeaders[this->type][this->animationIdx]), ANIMMODE_ONCE, -3.0f);
|
||||||
|
|
||||||
|
@ -1496,8 +1486,7 @@ void EnHorse_Stopping(EnHorse* this, PlayState* play) {
|
||||||
if (Rand_ZeroOne() > 0.5) {
|
if (Rand_ZeroOne() > 0.5) {
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
Rumble_Request(0.0f, 180, 20, 100);
|
Rumble_Request(0.0f, 180, 20, 100);
|
||||||
this->stateFlags &= ~ENHORSE_STOPPING_NEIGH_SOUND;
|
this->stateFlags &= ~ENHORSE_STOPPING_NEIGH_SOUND;
|
||||||
|
@ -1627,8 +1616,7 @@ void EnHorse_StartLowJump(EnHorse* this, PlayState* play) {
|
||||||
y = jointTable->y;
|
y = jointTable->y;
|
||||||
this->riderPos.y -= y * 0.01f;
|
this->riderPos.y -= y * 0.01f;
|
||||||
|
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_JUMP, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_JUMP);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Rumble_Request(0.0f, 170, 10, 10);
|
Rumble_Request(0.0f, 170, 10, 10);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1662,8 +1650,7 @@ void EnHorse_LowJump(EnHorse* this, PlayState* play) {
|
||||||
|
|
||||||
if (SkelAnime_Update(&this->skin.skelAnime) ||
|
if (SkelAnime_Update(&this->skin.skelAnime) ||
|
||||||
(curFrame > 17.0f && this->actor.world.pos.y < this->actor.floorHeight - this->actor.velocity.y + 80.0f)) {
|
(curFrame > 17.0f && this->actor.world.pos.y < this->actor.floorHeight - this->actor.velocity.y + 80.0f)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_LAND, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_LAND);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Rumble_Request(0.0f, 255, 10, 80);
|
Rumble_Request(0.0f, 255, 10, 80);
|
||||||
this->stateFlags &= ~ENHORSE_JUMPING;
|
this->stateFlags &= ~ENHORSE_JUMPING;
|
||||||
this->actor.gravity = -3.5f;
|
this->actor.gravity = -3.5f;
|
||||||
|
@ -1702,8 +1689,7 @@ void EnHorse_StartHighJump(EnHorse* this, PlayState* play) {
|
||||||
this->riderPos.y -= y * 0.01f;
|
this->riderPos.y -= y * 0.01f;
|
||||||
|
|
||||||
this->stateFlags |= ENHORSE_CALC_RIDER_POS;
|
this->stateFlags |= ENHORSE_CALC_RIDER_POS;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_JUMP, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_JUMP);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Rumble_Request(0.0f, 170, 10, 10);
|
Rumble_Request(0.0f, 170, 10, 10);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1738,8 +1724,7 @@ void EnHorse_HighJump(EnHorse* this, PlayState* play) {
|
||||||
|
|
||||||
if (SkelAnime_Update(&this->skin.skelAnime) ||
|
if (SkelAnime_Update(&this->skin.skelAnime) ||
|
||||||
(curFrame > 23.0f && this->actor.world.pos.y < this->actor.floorHeight - this->actor.velocity.y + 80.0f)) {
|
(curFrame > 23.0f && this->actor.world.pos.y < this->actor.floorHeight - this->actor.velocity.y + 80.0f)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_LAND, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_LAND);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Rumble_Request(0.0f, 255, 10, 80);
|
Rumble_Request(0.0f, 255, 10, 80);
|
||||||
this->stateFlags &= ~ENHORSE_JUMPING;
|
this->stateFlags &= ~ENHORSE_JUMPING;
|
||||||
this->actor.gravity = -3.5f;
|
this->actor.gravity = -3.5f;
|
||||||
|
@ -1768,8 +1753,7 @@ void EnHorse_Inactive(EnHorse* this, PlayState* play2) {
|
||||||
R_EPONAS_SONG_PLAYED = false;
|
R_EPONAS_SONG_PLAYED = false;
|
||||||
if (EnHorse_Spawn(this, play)) {
|
if (EnHorse_Spawn(this, play)) {
|
||||||
#if OOT_VERSION >= PAL_1_0
|
#if OOT_VERSION >= PAL_1_0
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
#endif
|
#endif
|
||||||
this->stateFlags &= ~ENHORSE_INACTIVE;
|
this->stateFlags &= ~ENHORSE_INACTIVE;
|
||||||
gSaveContext.save.info.horseData.sceneId = play->sceneId;
|
gSaveContext.save.info.horseData.sceneId = play->sceneId;
|
||||||
|
@ -1803,14 +1787,12 @@ void EnHorse_PlayIdleAnimation(EnHorse* this, s32 anim, f32 morphFrames, f32 sta
|
||||||
} else if (this->animationIdx == ENHORSE_ANIM_WHINNEY) {
|
} else if (this->animationIdx == ENHORSE_ANIM_WHINNEY) {
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_GROAN, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_GROAN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
} else if (this->animationIdx == ENHORSE_ANIM_REARING) {
|
} else if (this->animationIdx == ENHORSE_ANIM_REARING) {
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
this->stateFlags &= ~ENHORSE_LAND2_SOUND;
|
this->stateFlags &= ~ENHORSE_LAND2_SOUND;
|
||||||
}
|
}
|
||||||
|
@ -1846,8 +1828,7 @@ void EnHorse_Idle(EnHorse* this, PlayState* play) {
|
||||||
if (!func_80A5BBBC(play, this, &this->actor.world.pos)) {
|
if (!func_80A5BBBC(play, this, &this->actor.world.pos)) {
|
||||||
if (EnHorse_Spawn(this, play)) {
|
if (EnHorse_Spawn(this, play)) {
|
||||||
#if OOT_VERSION >= PAL_1_0
|
#if OOT_VERSION >= PAL_1_0
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
#endif
|
#endif
|
||||||
this->followTimer = 0;
|
this->followTimer = 0;
|
||||||
EnHorse_SetFollowAnimation(this, play);
|
EnHorse_SetFollowAnimation(this, play);
|
||||||
|
@ -1856,8 +1837,7 @@ void EnHorse_Idle(EnHorse* this, PlayState* play) {
|
||||||
Camera_SetCameraData(play->cameraPtrs[CAM_ID_MAIN], CAM_DATA_SET_2, NULL, NULL, CAM_ITEM_TYPE_81, 0, 0);
|
Camera_SetCameraData(play->cameraPtrs[CAM_ID_MAIN], CAM_DATA_SET_2, NULL, NULL, CAM_ITEM_TYPE_81, 0, 0);
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
this->followTimer = 0;
|
this->followTimer = 0;
|
||||||
EnHorse_StartMovingAnimation(this, 6, -3.0f, 0.0f);
|
EnHorse_StartMovingAnimation(this, 6, -3.0f, 0.0f);
|
||||||
}
|
}
|
||||||
|
@ -1963,8 +1943,7 @@ void EnHorse_FollowPlayer(EnHorse* this, PlayState* play) {
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
#if OOT_VERSION < PAL_1_0
|
#if OOT_VERSION < PAL_1_0
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
} else if (this->stateFlags & ENHORSE_TURNING_TO_PLAYER) {
|
} else if (this->stateFlags & ENHORSE_TURNING_TO_PLAYER) {
|
||||||
|
@ -1973,8 +1952,7 @@ void EnHorse_FollowPlayer(EnHorse* this, PlayState* play) {
|
||||||
if (this->curFrame > 25.0f) {
|
if (this->curFrame > 25.0f) {
|
||||||
if (!(this->stateFlags & ENHORSE_LAND2_SOUND)) {
|
if (!(this->stateFlags & ENHORSE_LAND2_SOUND)) {
|
||||||
this->stateFlags |= ENHORSE_LAND2_SOUND;
|
this->stateFlags |= ENHORSE_LAND2_SOUND;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_LAND2, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_LAND2);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
|
@ -2001,8 +1979,7 @@ void EnHorse_FollowPlayer(EnHorse* this, PlayState* play) {
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
|
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2030,8 +2007,7 @@ void EnHorse_InitIngoHorse(EnHorse* this) {
|
||||||
EnHorse_UpdateIngoHorseAnim(this);
|
EnHorse_UpdateIngoHorseAnim(this);
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_INGO_HORSE_NEIGH, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_IT_INGO_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2084,12 +2060,10 @@ void EnHorse_UpdateIngoHorseAnim(EnHorse* this) {
|
||||||
animSpeed = this->actor.speed * 0.5f;
|
animSpeed = this->actor.speed * 0.5f;
|
||||||
} else if (this->animationIdx == ENHORSE_ANIM_TROT) {
|
} else if (this->animationIdx == ENHORSE_ANIM_TROT) {
|
||||||
animSpeed = this->actor.speed * 0.25f;
|
animSpeed = this->actor.speed * 0.25f;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_RUN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (this->animationIdx == ENHORSE_ANIM_GALLOP) {
|
} else if (this->animationIdx == ENHORSE_ANIM_GALLOP) {
|
||||||
animSpeed = this->actor.speed * 0.2f;
|
animSpeed = this->actor.speed * 0.2f;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_RUN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else {
|
} else {
|
||||||
animSpeed = 1.0f;
|
animSpeed = 1.0f;
|
||||||
}
|
}
|
||||||
|
@ -2206,8 +2180,7 @@ void EnHorse_CsPlayHighJumpAnim(EnHorse* this, PlayState* play) {
|
||||||
this->riderPos.y -= y * 0.01f;
|
this->riderPos.y -= y * 0.01f;
|
||||||
|
|
||||||
this->stateFlags |= ENHORSE_CALC_RIDER_POS;
|
this->stateFlags |= ENHORSE_CALC_RIDER_POS;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_JUMP, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_JUMP);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Rumble_Request(0.0f, 170, 10, 10);
|
Rumble_Request(0.0f, 170, 10, 10);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2250,8 +2223,7 @@ void EnHorse_CsJump(EnHorse* this, PlayState* play, CsCmdActorCue* cue) {
|
||||||
if (SkelAnime_Update(&this->skin.skelAnime) ||
|
if (SkelAnime_Update(&this->skin.skelAnime) ||
|
||||||
(temp_f2 > 19.0f && this->actor.world.pos.y < (this->actor.floorHeight - this->actor.velocity.y) + 80.0f)) {
|
(temp_f2 > 19.0f && this->actor.world.pos.y < (this->actor.floorHeight - this->actor.velocity.y) + 80.0f)) {
|
||||||
this->cutsceneFlags |= 1;
|
this->cutsceneFlags |= 1;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_LAND, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_LAND);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Rumble_Request(0.0f, 255, 10, 80);
|
Rumble_Request(0.0f, 255, 10, 80);
|
||||||
this->stateFlags &= ~ENHORSE_JUMPING;
|
this->stateFlags &= ~ENHORSE_JUMPING;
|
||||||
this->actor.gravity = -3.5f;
|
this->actor.gravity = -3.5f;
|
||||||
|
@ -2275,8 +2247,7 @@ void EnHorse_CsRearingInit(EnHorse* this, PlayState* play, CsCmdActorCue* cue) {
|
||||||
this->stateFlags &= ~ENHORSE_LAND2_SOUND;
|
this->stateFlags &= ~ENHORSE_LAND2_SOUND;
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->type][this->animationIdx], 1.0f, 0.0f,
|
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->type][this->animationIdx], 1.0f, 0.0f,
|
||||||
Animation_GetLastFrame(sAnimationHeaders[this->type][this->animationIdx]), ANIMMODE_ONCE, -3.0f);
|
Animation_GetLastFrame(sAnimationHeaders[this->type][this->animationIdx]), ANIMMODE_ONCE, -3.0f);
|
||||||
|
@ -2287,8 +2258,7 @@ void EnHorse_CsRearing(EnHorse* this, PlayState* play, CsCmdActorCue* cue) {
|
||||||
if (this->curFrame > 25.0f) {
|
if (this->curFrame > 25.0f) {
|
||||||
if (!(this->stateFlags & ENHORSE_LAND2_SOUND)) {
|
if (!(this->stateFlags & ENHORSE_LAND2_SOUND)) {
|
||||||
this->stateFlags |= ENHORSE_LAND2_SOUND;
|
this->stateFlags |= ENHORSE_LAND2_SOUND;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_LAND2, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_LAND2);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (SkelAnime_Update(&this->skin.skelAnime)) {
|
if (SkelAnime_Update(&this->skin.skelAnime)) {
|
||||||
|
@ -2363,8 +2333,7 @@ void EnHorse_CsWarpRearingInit(EnHorse* this, PlayState* play, CsCmdActorCue* cu
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
|
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->type][this->animationIdx], 1.0f, 0.0f,
|
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->type][this->animationIdx], 1.0f, 0.0f,
|
||||||
|
@ -2376,8 +2345,7 @@ void EnHorse_CsWarpRearing(EnHorse* this, PlayState* play, CsCmdActorCue* cue) {
|
||||||
if (this->curFrame > 25.0f) {
|
if (this->curFrame > 25.0f) {
|
||||||
if (!(this->stateFlags & ENHORSE_LAND2_SOUND)) {
|
if (!(this->stateFlags & ENHORSE_LAND2_SOUND)) {
|
||||||
this->stateFlags |= ENHORSE_LAND2_SOUND;
|
this->stateFlags |= ENHORSE_LAND2_SOUND;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_LAND2, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_LAND2);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (SkelAnime_Update(&this->skin.skelAnime)) {
|
if (SkelAnime_Update(&this->skin.skelAnime)) {
|
||||||
|
@ -2530,13 +2498,11 @@ void EnHorse_UpdateHbaAnim(EnHorse* this) {
|
||||||
animSpeed = this->actor.speed * 0.5f;
|
animSpeed = this->actor.speed * 0.5f;
|
||||||
} else if (this->animationIdx == ENHORSE_ANIM_TROT) {
|
} else if (this->animationIdx == ENHORSE_ANIM_TROT) {
|
||||||
animSpeed = this->actor.speed * 0.25f;
|
animSpeed = this->actor.speed * 0.25f;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_RUN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Rumble_Request(0.0f, 60, 8, 255);
|
Rumble_Request(0.0f, 60, 8, 255);
|
||||||
} else if (this->animationIdx == ENHORSE_ANIM_GALLOP) {
|
} else if (this->animationIdx == ENHORSE_ANIM_GALLOP) {
|
||||||
animSpeed = this->actor.speed * 0.2f;
|
animSpeed = this->actor.speed * 0.2f;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_RUN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Rumble_Request(0.0f, 120, 8, 255);
|
Rumble_Request(0.0f, 120, 8, 255);
|
||||||
} else {
|
} else {
|
||||||
animSpeed = 1.0f;
|
animSpeed = 1.0f;
|
||||||
|
@ -2638,8 +2604,7 @@ void EnHorse_FleePlayer(EnHorse* this, PlayState* play) {
|
||||||
|
|
||||||
if (R_EPONAS_SONG_PLAYED || this->type == HORSE_HNI) {
|
if (R_EPONAS_SONG_PLAYED || this->type == HORSE_HNI) {
|
||||||
EnHorse_StartIdleRidable(this);
|
EnHorse_StartIdleRidable(this);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
distToHome = Math3D_Vec3f_DistXYZ(&this->actor.home.pos, &this->actor.world.pos);
|
distToHome = Math3D_Vec3f_DistXYZ(&this->actor.home.pos, &this->actor.world.pos);
|
||||||
|
@ -2749,8 +2714,7 @@ void EnHorse_FleePlayer(EnHorse* this, PlayState* play) {
|
||||||
this->animationIdx = ENHORSE_ANIM_WHINNEY;
|
this->animationIdx = ENHORSE_ANIM_WHINNEY;
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_GROAN, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_GROAN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->type][this->animationIdx], 1.0f, 0.0f,
|
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->type][this->animationIdx], 1.0f, 0.0f,
|
||||||
|
@ -2806,11 +2770,9 @@ void EnHorse_BridgeJumpInit(EnHorse* this, PlayState* play) {
|
||||||
Animation_GetLastFrame(sAnimationHeaders[this->type][this->animationIdx]), ANIMMODE_ONCE, -3.0f);
|
Animation_GetLastFrame(sAnimationHeaders[this->type][this->animationIdx]), ANIMMODE_ONCE, -3.0f);
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_JUMP, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_JUMP);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Rumble_Request(0.0f, 170, 10, 10);
|
Rumble_Request(0.0f, 170, 10, 10);
|
||||||
this->postDrawFunc = NULL;
|
this->postDrawFunc = NULL;
|
||||||
}
|
}
|
||||||
|
@ -2859,8 +2821,7 @@ void EnHorse_CheckBridgeJumpLanding(EnHorse* this, PlayState* play) {
|
||||||
this->actor.world.pos.y = sBridgeJumps[this->bridgeJumpIdx].pos.y;
|
this->actor.world.pos.y = sBridgeJumps[this->bridgeJumpIdx].pos.y;
|
||||||
func_80028A54(play, 25.0f, &this->actor.world.pos);
|
func_80028A54(play, 25.0f, &this->actor.world.pos);
|
||||||
EnHorse_JumpLanding(this, play);
|
EnHorse_JumpLanding(this, play);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_LAND, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_LAND);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Rumble_Request(0.0f, 255, 10, 80);
|
Rumble_Request(0.0f, 255, 10, 80);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3186,8 +3147,7 @@ void EnHorse_UpdateBgCheckInfo(EnHorse* this, PlayState* play) {
|
||||||
Math_CosS(this->actor.wallYaw - ((void)0, this->actor.world).rot.y) < -0.3f) {
|
Math_CosS(this->actor.wallYaw - ((void)0, this->actor.world).rot.y) < -0.3f) {
|
||||||
if (this->actor.speed > 4.0f) {
|
if (this->actor.speed > 4.0f) {
|
||||||
this->actor.speed -= 1.0f;
|
this->actor.speed -= 1.0f;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_SANDDUST, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_SANDDUST);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3391,8 +3351,7 @@ void EnHorse_CheckBoost(EnHorse* thisx, PlayState* play2) {
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
if (Rand_ZeroOne() < 0.1f) {
|
if (Rand_ZeroOne() < 0.1f) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -3433,8 +3392,7 @@ void EnHorse_RegenBoost(EnHorse* this, PlayState* play) {
|
||||||
if (this->boostTimer == 8 && Rand_ZeroOne() < 0.25f) {
|
if (this->boostTimer == 8 && Rand_ZeroOne() < 0.25f) {
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
play->interfaceCtx.numHorseBoosts = this->numBoosts;
|
play->interfaceCtx.numHorseBoosts = this->numBoosts;
|
||||||
|
@ -3576,8 +3534,7 @@ void EnHorse_Update(Actor* thisx, PlayState* play2) {
|
||||||
if (this->colliderJntSph.base.acFlags & AC_HIT) {
|
if (this->colliderJntSph.base.acFlags & AC_HIT) {
|
||||||
this->unk_21C = this->unk_228;
|
this->unk_21C = this->unk_228;
|
||||||
if (this->stateFlags & ENHORSE_DRAW) {
|
if (this->stateFlags & ENHORSE_DRAW) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_21C, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_21C, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (this->action != ENHORSE_ACT_INGO_RACE) {
|
if (this->action != ENHORSE_ACT_INGO_RACE) {
|
||||||
|
|
|
@ -166,8 +166,7 @@ void func_80A686A8(EnHorseGanon* this, PlayState* play) {
|
||||||
void func_80A68870(EnHorseGanon* this) {
|
void func_80A68870(EnHorseGanon* this) {
|
||||||
if ((this->skin.skelAnime.curFrame > D_80A692B8[this->soundCount]) &&
|
if ((this->skin.skelAnime.curFrame > D_80A692B8[this->soundCount]) &&
|
||||||
(this->soundCount != 0 || !(this->skin.skelAnime.curFrame > D_80A692B8[1]))) {
|
(this->soundCount != 0 || !(this->skin.skelAnime.curFrame > D_80A692B8[1]))) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_WALK, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_WALK);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
|
|
||||||
this->soundCount++;
|
this->soundCount++;
|
||||||
if (this->soundCount >= 2) {
|
if (this->soundCount >= 2) {
|
||||||
|
@ -247,12 +246,10 @@ void func_80A68B20(EnHorseGanon* this) {
|
||||||
sp30 = this->actor.speed / 3.0f;
|
sp30 = this->actor.speed / 3.0f;
|
||||||
} else if (this->currentAnimation == 3) {
|
} else if (this->currentAnimation == 3) {
|
||||||
sp30 = this->actor.speed / 5.0f;
|
sp30 = this->actor.speed / 5.0f;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_RUN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (this->currentAnimation == 4) {
|
} else if (this->currentAnimation == 4) {
|
||||||
sp30 = this->actor.speed / 7.0f;
|
sp30 = this->actor.speed / 7.0f;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_RUN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else {
|
} else {
|
||||||
sp30 = 1.0f;
|
sp30 = 1.0f;
|
||||||
}
|
}
|
||||||
|
|
|
@ -107,8 +107,7 @@ void func_80A693D0(EnHorseLinkChild* this) {
|
||||||
|
|
||||||
if ((this->skin.skelAnime.curFrame > D_80A6AF5C[this->unk_1F0]) &&
|
if ((this->skin.skelAnime.curFrame > D_80A6AF5C[this->unk_1F0]) &&
|
||||||
!((this->unk_1F0 == 0) && (this->skin.skelAnime.curFrame > D_80A6AF5C[1]))) {
|
!((this->unk_1F0 == 0) && (this->skin.skelAnime.curFrame > D_80A6AF5C[1]))) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_KID_HORSE_WALK, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_KID_HORSE_WALK);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
this->unk_1F0++;
|
this->unk_1F0++;
|
||||||
if (this->unk_1F0 >= ARRAY_COUNT(D_80A6AF5C)) {
|
if (this->unk_1F0 >= ARRAY_COUNT(D_80A6AF5C)) {
|
||||||
this->unk_1F0 = 0;
|
this->unk_1F0 = 0;
|
||||||
|
@ -121,15 +120,12 @@ void func_80A6948C(EnHorseLinkChild* this) {
|
||||||
func_80A693D0(this);
|
func_80A693D0(this);
|
||||||
} else if (this->skin.skelAnime.curFrame == 0.0f) {
|
} else if (this->skin.skelAnime.curFrame == 0.0f) {
|
||||||
if ((this->animationIdx == 3) || (this->animationIdx == 4)) {
|
if ((this->animationIdx == 3) || (this->animationIdx == 4)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_KID_HORSE_RUN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_KID_HORSE_RUN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (this->animationIdx == 1) {
|
} else if (this->animationIdx == 1) {
|
||||||
if (Rand_ZeroOne() > 0.5f) {
|
if (Rand_ZeroOne() > 0.5f) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_KID_HORSE_GROAN, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_KID_HORSE_GROAN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else {
|
} else {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_KID_HORSE_NEIGH, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_KID_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -368,8 +364,7 @@ void func_80A6A068(EnHorseLinkChild* this, PlayState* play) {
|
||||||
distFromLink = Actor_WorldDistXZToActor(&this->actor, &player->actor);
|
distFromLink = Actor_WorldDistXZToActor(&this->actor, &player->actor);
|
||||||
|
|
||||||
if (gSaveContext.save.entranceIndex == ENTR_LON_LON_RANCH_1) {
|
if (gSaveContext.save.entranceIndex == ENTR_LON_LON_RANCH_1) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_KID_HORSE_NEIGH, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_KID_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
func_80A6A724(this);
|
func_80A6A724(this);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -461,8 +456,7 @@ void func_80A6A5A4(EnHorseLinkChild* this, PlayState* play) {
|
||||||
|
|
||||||
if (R_EPONAS_SONG_PLAYED) {
|
if (R_EPONAS_SONG_PLAYED) {
|
||||||
R_EPONAS_SONG_PLAYED = false;
|
R_EPONAS_SONG_PLAYED = false;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_KID_HORSE_NEIGH, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_KID_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
func_80A6A724(this);
|
func_80A6A724(this);
|
||||||
} else {
|
} else {
|
||||||
this->actor.speed = 0.0f;
|
this->actor.speed = 0.0f;
|
||||||
|
|
|
@ -167,8 +167,7 @@ void func_80A6B250(EnHorseNormal* this) {
|
||||||
|
|
||||||
if (D_80A6D4C0[this->unk_200] < this->skin.skelAnime.curFrame &&
|
if (D_80A6D4C0[this->unk_200] < this->skin.skelAnime.curFrame &&
|
||||||
((this->unk_200 != 0) || !(D_80A6D4C0[1] < this->skin.skelAnime.curFrame))) {
|
((this->unk_200 != 0) || !(D_80A6D4C0[1] < this->skin.skelAnime.curFrame))) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_WALK, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_WALK);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
this->unk_200++;
|
this->unk_200++;
|
||||||
if (this->unk_200 >= ARRAY_COUNT(D_80A6D4C0)) {
|
if (this->unk_200 >= ARRAY_COUNT(D_80A6D4C0)) {
|
||||||
this->unk_200 = 0;
|
this->unk_200 = 0;
|
||||||
|
@ -360,11 +359,9 @@ void func_80A6BC48(EnHorseNormal* this) {
|
||||||
|
|
||||||
void func_80A6BCEC(EnHorseNormal* this) {
|
void func_80A6BCEC(EnHorseNormal* this) {
|
||||||
if (this->animationIdx == 5) {
|
if (this->animationIdx == 5) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_RUN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (this->animationIdx == 6) {
|
} else if (this->animationIdx == 6) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_RUN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -373,12 +370,10 @@ void func_80A6BD7C(EnHorseNormal* this) {
|
||||||
|
|
||||||
if (this->animationIdx == 0 && frame > 28.0f && !(this->unk_1E4 & 1)) {
|
if (this->animationIdx == 0 && frame > 28.0f && !(this->unk_1E4 & 1)) {
|
||||||
this->unk_1E4 |= 1;
|
this->unk_1E4 |= 1;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_SANDDUST, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_SANDDUST);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (this->animationIdx == 3 && frame > 25.0f && !(this->unk_1E4 & 2)) {
|
} else if (this->animationIdx == 3 && frame > 25.0f && !(this->unk_1E4 & 2)) {
|
||||||
this->unk_1E4 |= 2;
|
this->unk_1E4 |= 2;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_LAND2, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_LAND2);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -447,11 +442,9 @@ void EnHorseNormal_Wander(EnHorseNormal* this, PlayState* play) {
|
||||||
this->unk_1E4 &= ~1;
|
this->unk_1E4 &= ~1;
|
||||||
this->unk_1E4 &= ~2;
|
this->unk_1E4 &= ~2;
|
||||||
if (phi_t0 == 1) {
|
if (phi_t0 == 1) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_GROAN, &this->unk_204, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_204, NA_SE_EV_HORSE_GROAN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (phi_t0 == 3) {
|
} else if (phi_t0 == 3) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_204, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_204, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else {
|
} else {
|
||||||
func_80A6BCEC(this);
|
func_80A6BCEC(this);
|
||||||
}
|
}
|
||||||
|
@ -478,11 +471,9 @@ void EnHorseNormal_Wander(EnHorseNormal* this, PlayState* play) {
|
||||||
this->unk_1E4 &= ~1;
|
this->unk_1E4 &= ~1;
|
||||||
this->unk_1E4 &= ~2;
|
this->unk_1E4 &= ~2;
|
||||||
if (phi_t0 == 1) {
|
if (phi_t0 == 1) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_GROAN, &this->unk_204, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_204, NA_SE_EV_HORSE_GROAN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (phi_t0 == 3) {
|
} else if (phi_t0 == 3) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_204, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_204, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else {
|
} else {
|
||||||
func_80A6BCEC(this);
|
func_80A6BCEC(this);
|
||||||
}
|
}
|
||||||
|
@ -517,12 +508,10 @@ void EnHorseNormal_Wait(EnHorseNormal* this, PlayState* play) {
|
||||||
this->animationIdx = 0;
|
this->animationIdx = 0;
|
||||||
} else if (rand < 0.8f) {
|
} else if (rand < 0.8f) {
|
||||||
this->animationIdx = 1;
|
this->animationIdx = 1;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_GROAN, &this->unk_204, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_204, NA_SE_EV_HORSE_GROAN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else {
|
} else {
|
||||||
this->animationIdx = 3;
|
this->animationIdx = 3;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_204, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_204, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
|
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
|
||||||
|
@ -553,13 +542,11 @@ void EnHorseNormal_WaitClone(EnHorseNormal* this, PlayState* play) {
|
||||||
} else if (rand < 0.8f) {
|
} else if (rand < 0.8f) {
|
||||||
this->animationIdx = 1;
|
this->animationIdx = 1;
|
||||||
this->unk_1E4 |= 0x20;
|
this->unk_1E4 |= 0x20;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_GROAN, &this->unk_204, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_204, NA_SE_EV_HORSE_GROAN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else {
|
} else {
|
||||||
this->animationIdx = 3;
|
this->animationIdx = 3;
|
||||||
this->unk_1E4 |= 0x20;
|
this->unk_1E4 |= 0x20;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_204, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_204, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
|
Animation_Change(&this->skin.skelAnime, sAnimations[this->animationIdx], func_80A6B30C(this), 0.0f,
|
||||||
|
@ -648,20 +635,16 @@ void func_80A6CC88(PlayState* play, EnHorseNormal* this, Vec3f* arg2) {
|
||||||
|
|
||||||
if (this->animationIdx == 0 && curFrame > 28.0f && !(this->unk_1E4 & 8)) {
|
if (this->animationIdx == 0 && curFrame > 28.0f && !(this->unk_1E4 & 8)) {
|
||||||
this->unk_1E4 |= 8;
|
this->unk_1E4 |= 8;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_SANDDUST, &this->unk_1E8, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_1E8, NA_SE_EV_HORSE_SANDDUST);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (this->animationIdx == 3 && curFrame > 25.0f && !(this->unk_1E4 & 0x10)) {
|
} else if (this->animationIdx == 3 && curFrame > 25.0f && !(this->unk_1E4 & 0x10)) {
|
||||||
this->unk_1E4 |= 0x10;
|
this->unk_1E4 |= 0x10;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_LAND2, &this->unk_1E8, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_1E8, NA_SE_EV_HORSE_LAND2);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (this->animationIdx == 3 && this->unk_1E4 & 0x20) {
|
} else if (this->animationIdx == 3 && this->unk_1E4 & 0x20) {
|
||||||
this->unk_1E4 &= ~0x20;
|
this->unk_1E4 &= ~0x20;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->unk_1F4, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_1F4, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (this->animationIdx == 1 && this->unk_1E4 & 0x20) {
|
} else if (this->animationIdx == 1 && this->unk_1E4 & 0x20) {
|
||||||
this->unk_1E4 &= ~0x20;
|
this->unk_1E4 &= ~0x20;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_GROAN, &this->unk_1F4, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->unk_1F4, NA_SE_EV_HORSE_GROAN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -212,8 +212,7 @@ void EnHorseZelda_Spur(EnHorseZelda* this) {
|
||||||
this->action = 1;
|
this->action = 1;
|
||||||
this->animationIndex = 0;
|
this->animationIndex = 0;
|
||||||
speedMod = this->actor.speed / 6.0f;
|
speedMod = this->actor.speed / 6.0f;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_RUN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_RUN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->animationIndex],
|
Animation_Change(&this->skin.skelAnime, sAnimationHeaders[this->animationIndex],
|
||||||
splaySpeeds[this->animationIndex] * speedMod * 1.5f, 0.0f,
|
splaySpeeds[this->animationIndex] * speedMod * 1.5f, 0.0f,
|
||||||
Animation_GetLastFrame(sAnimationHeaders[this->animationIndex]), ANIMMODE_ONCE, 0.0f);
|
Animation_GetLastFrame(sAnimationHeaders[this->animationIndex]), ANIMMODE_ONCE, 0.0f);
|
||||||
|
|
|
@ -1059,30 +1059,23 @@ void EnIk_StartMinibossBgm(void) {
|
||||||
// Cutscene: Nabooru Knuckle Wakes up
|
// Cutscene: Nabooru Knuckle Wakes up
|
||||||
void EnIk_UpdateAction2Sfx(EnIk* this) {
|
void EnIk_UpdateAction2Sfx(EnIk* this) {
|
||||||
if (Animation_OnFrame(&this->skelAnime, 1.0f)) {
|
if (Animation_OnFrame(&this->skelAnime, 1.0f)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_WAKEUP, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_IRONNACK_WAKEUP);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (Animation_OnFrame(&this->skelAnime, 33.0f)) {
|
} else if (Animation_OnFrame(&this->skelAnime, 33.0f)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_WALK, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_IRONNACK_WALK);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (Animation_OnFrame(&this->skelAnime, 68.0f) || Animation_OnFrame(&this->skelAnime, 80.0f)) {
|
} else if (Animation_OnFrame(&this->skelAnime, 68.0f) || Animation_OnFrame(&this->skelAnime, 80.0f)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_IRONNACK_ARMOR_DEMO);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (Animation_OnFrame(&this->skelAnime, 107.0f)) {
|
} else if (Animation_OnFrame(&this->skelAnime, 107.0f)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_FINGER_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_IRONNACK_FINGER_DEMO);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (Animation_OnFrame(&this->skelAnime, 156.0f)) {
|
} else if (Animation_OnFrame(&this->skelAnime, 156.0f)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_ARMOR_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_IRONNACK_ARMOR_DEMO);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
} else if (Animation_OnFrame(&this->skelAnime, 188.0f)) {
|
} else if (Animation_OnFrame(&this->skelAnime, 188.0f)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_WAVE_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_IRONNACK_WAVE_DEMO);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Cutscene: Summons Axe for Nabooru Knuckle
|
// Cutscene: Summons Axe for Nabooru Knuckle
|
||||||
void EnIk_PlayAxeSpawnSfx(EnIk* this, PlayState* play, Vec3f* pos) {
|
void EnIk_PlayAxeSpawnSfx(EnIk* this, PlayState* play, Vec3f* pos) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_TWINROBA_TRANSFORM, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_TWINROBA_TRANSFORM);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnIk_SpawnAxeSmoke(EnIk* this, PlayState* play, Vec3f* pos) {
|
void EnIk_SpawnAxeSmoke(EnIk* this, PlayState* play, Vec3f* pos) {
|
||||||
|
@ -1198,8 +1191,7 @@ void EnIk_HandleEnemyChange(EnIk* this, PlayState* play, s32 animFinished) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnIk_PlayArmorFallSfx(EnIk* this) {
|
void EnIk_PlayArmorFallSfx(EnIk* this) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_STAGGER_DEMO, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_IRONNACK_STAGGER_DEMO);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void EnIk_PlayDeathSfx(EnIk* this, PlayState* play) {
|
void EnIk_PlayDeathSfx(EnIk* this, PlayState* play) {
|
||||||
|
@ -1208,8 +1200,7 @@ void EnIk_PlayDeathSfx(EnIk* this, PlayState* play) {
|
||||||
f32 wDest;
|
f32 wDest;
|
||||||
|
|
||||||
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &this->actor.world.pos, &D_80A78FA0, &wDest);
|
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &this->actor.world.pos, &D_80A78FA0, &wDest);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_IRONNACK_DEAD, &D_80A78FA0, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&D_80A78FA0, NA_SE_EN_IRONNACK_DEAD);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Cutscene: starts after final hit to Nabooru
|
// Cutscene: starts after final hit to Nabooru
|
||||||
|
|
|
@ -652,11 +652,9 @@ void func_80A7A304(EnIn* this, PlayState* play) {
|
||||||
this->animationIdx %= 8;
|
this->animationIdx %= 8;
|
||||||
this->unk_1E8 = this->animationIdx;
|
this->unk_1E8 = this->animationIdx;
|
||||||
if (this->animationIdx == 3 || this->animationIdx == 4) {
|
if (this->animationIdx == 3 || this->animationIdx == 4) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_LASH, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_IT_LASH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
if (Rand_ZeroOne() < 0.3f) {
|
if (Rand_ZeroOne() < 0.3f) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_INGO_HORSE_NEIGH, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_IT_INGO_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Animation_Change(&this->skelAnime, D_80A7B918[this->animationIdx], 1.0f, 0.0f,
|
Animation_Change(&this->skelAnime, D_80A7B918[this->animationIdx], 1.0f, 0.0f,
|
||||||
|
|
|
@ -85,8 +85,7 @@ void EnLightbox_Update(Actor* thisx, PlayState* play) {
|
||||||
if (thisx->speed) {
|
if (thisx->speed) {
|
||||||
if (thisx->bgCheckFlags & BGCHECKFLAG_WALL) {
|
if (thisx->bgCheckFlags & BGCHECKFLAG_WALL) {
|
||||||
thisx->world.rot.y = (thisx->world.rot.y + thisx->wallYaw) - thisx->world.rot.y;
|
thisx->world.rot.y = (thisx->world.rot.y + thisx->wallYaw) - thisx->world.rot.y;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_BOMB_BOUND, &thisx->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&thisx->projectedPos, NA_SE_EV_BOMB_BOUND);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
thisx->speed *= 0.7f;
|
thisx->speed *= 0.7f;
|
||||||
thisx->bgCheckFlags &= ~BGCHECKFLAG_WALL;
|
thisx->bgCheckFlags &= ~BGCHECKFLAG_WALL;
|
||||||
}
|
}
|
||||||
|
@ -97,8 +96,7 @@ void EnLightbox_Update(Actor* thisx, PlayState* play) {
|
||||||
} else {
|
} else {
|
||||||
Math_StepToF(&thisx->speed, 0, IREG(58) / 100.0f);
|
Math_StepToF(&thisx->speed, 0, IREG(58) / 100.0f);
|
||||||
if ((thisx->bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) && (thisx->velocity.y < IREG(59) / 100.0f)) {
|
if ((thisx->bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) && (thisx->velocity.y < IREG(59) / 100.0f)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_BOMB_BOUND, &thisx->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&thisx->projectedPos, NA_SE_EV_BOMB_BOUND);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
thisx->velocity.y *= IREG(60) / 100.0f;
|
thisx->velocity.y *= IREG(60) / 100.0f;
|
||||||
thisx->bgCheckFlags &= ~BGCHECKFLAG_GROUND;
|
thisx->bgCheckFlags &= ~BGCHECKFLAG_GROUND;
|
||||||
} else {
|
} else {
|
||||||
|
|
|
@ -93,10 +93,8 @@ void EnMThunder_Init(Actor* thisx, PlayState* play2) {
|
||||||
if (!gSaveContext.save.info.playerData.isMagicAcquired || (gSaveContext.magicState != MAGIC_STATE_IDLE) ||
|
if (!gSaveContext.save.info.playerData.isMagicAcquired || (gSaveContext.magicState != MAGIC_STATE_IDLE) ||
|
||||||
(PARAMS_GET_S(this->actor.params, 8, 8) &&
|
(PARAMS_GET_S(this->actor.params, 8, 8) &&
|
||||||
!(Magic_RequestChange(play, PARAMS_GET_S(this->actor.params, 8, 8), MAGIC_CONSUME_NOW)))) {
|
!(Magic_RequestChange(play, PARAMS_GET_S(this->actor.params, 8, 8), MAGIC_CONSUME_NOW)))) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_IT_ROLLING_CUT);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_IT_SWORD_SWING_HARD);
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_SWORD_SWING_HARD, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Actor_Kill(&this->actor);
|
Actor_Kill(&this->actor);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
@ -108,8 +106,7 @@ void EnMThunder_Init(Actor* thisx, PlayState* play2) {
|
||||||
this->unk_1C9 = ((this->unk_1C7 == 1) ? 2 : 4);
|
this->unk_1C9 = ((this->unk_1C7 == 1) ? 2 : 4);
|
||||||
func_80A9EFE0(this, func_80A9F9B4);
|
func_80A9EFE0(this, func_80A9F9B4);
|
||||||
this->unk_1C4 = 8;
|
this->unk_1C4 = 8;
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_ROLLING_CUT_LV1, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_IT_ROLLING_CUT_LV1);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
this->unk_1AC = 1.0f;
|
this->unk_1AC = 1.0f;
|
||||||
} else {
|
} else {
|
||||||
func_80A9EFE0(this, func_80A9F408);
|
func_80A9EFE0(this, func_80A9F408);
|
||||||
|
@ -138,10 +135,8 @@ void func_80A9F350(EnMThunder* this, PlayState* play) {
|
||||||
|
|
||||||
if (player->stateFlags2 & PLAYER_STATE2_17) {
|
if (player->stateFlags2 & PLAYER_STATE2_17) {
|
||||||
if (player->meleeWeaponAnimation >= PLAYER_MWA_SPIN_ATTACK_1H) {
|
if (player->meleeWeaponAnimation >= PLAYER_MWA_SPIN_ATTACK_1H) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_IT_ROLLING_CUT);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_IT_SWORD_SWING_HARD);
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_SWORD_SWING_HARD, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Actor_Kill(&this->actor);
|
Actor_Kill(&this->actor);
|
||||||
|
@ -189,10 +184,8 @@ void func_80A9F408(EnMThunder* this, PlayState* play) {
|
||||||
|
|
||||||
if (player->unk_858 <= 0.15f) {
|
if (player->unk_858 <= 0.15f) {
|
||||||
if ((player->unk_858 >= 0.1f) && (player->meleeWeaponAnimation >= PLAYER_MWA_SPIN_ATTACK_1H)) {
|
if ((player->unk_858 >= 0.1f) && (player->meleeWeaponAnimation >= PLAYER_MWA_SPIN_ATTACK_1H)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_ROLLING_CUT, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_IT_ROLLING_CUT);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_IT_SWORD_SWING_HARD);
|
||||||
Audio_PlaySfxGeneral(NA_SE_IT_SWORD_SWING_HARD, &player->actor.projectedPos, 4,
|
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
Actor_Kill(&this->actor);
|
Actor_Kill(&this->actor);
|
||||||
return;
|
return;
|
||||||
|
@ -222,8 +215,7 @@ void func_80A9F408(EnMThunder* this, PlayState* play) {
|
||||||
NA_SE_IT_ROLLING_CUT_LV1,
|
NA_SE_IT_ROLLING_CUT_LV1,
|
||||||
};
|
};
|
||||||
|
|
||||||
Audio_PlaySfxGeneral(sSfxIds[this->unk_1C6], &player->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, sSfxIds[this->unk_1C6]);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
this->unk_1AC = 1.0f;
|
this->unk_1AC = 1.0f;
|
||||||
|
|
|
@ -78,8 +78,7 @@ void EnPubox_Update(Actor* thisx, PlayState* play) {
|
||||||
thisx->speed = CLAMP(thisx->speed, -2.5f, 2.5f);
|
thisx->speed = CLAMP(thisx->speed, -2.5f, 2.5f);
|
||||||
Math_SmoothStepToF(&thisx->speed, 0.0f, 1.0f, 1.0f, 0.0f);
|
Math_SmoothStepToF(&thisx->speed, 0.0f, 1.0f, 1.0f, 0.0f);
|
||||||
if (thisx->speed != 0.0f) {
|
if (thisx->speed != 0.0f) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_ROCK_SLIDE - SFX_FLAG, &thisx->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&thisx->projectedPos, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
this->dyna.unk_154 = 0.0f;
|
this->dyna.unk_154 = 0.0f;
|
||||||
this->dyna.unk_150 = 0.0f;
|
this->dyna.unk_150 = 0.0f;
|
||||||
|
|
|
@ -651,8 +651,7 @@ void func_80AEBC30(PlayState* play) {
|
||||||
|
|
||||||
if (play->csCtx.curFrame == 205) {
|
if (play->csCtx.curFrame == 205) {
|
||||||
player = GET_PLAYER(play);
|
player = GET_PLAYER(play);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_DIVE_INTO_WATER, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_EV_DIVE_INTO_WATER);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1261,8 +1260,7 @@ void func_80AED4FC(EnRu1* this) {
|
||||||
void func_80AED520(EnRu1* this, PlayState* play) {
|
void func_80AED520(EnRu1* this, PlayState* play) {
|
||||||
Player* player = GET_PLAYER(play);
|
Player* player = GET_PLAYER(play);
|
||||||
|
|
||||||
Audio_PlaySfxGeneral(NA_SE_PL_PULL_UP_RUTO, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&player->actor.projectedPos, NA_SE_PL_PULL_UP_RUTO);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_VO_RT_LIFT);
|
Sfx_PlaySfxAtPos(&this->actor.projectedPos, NA_SE_VO_RT_LIFT);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -694,8 +694,7 @@ void func_80AF68E4(EnSa* this, PlayState* play) {
|
||||||
phi_v0 = this->unk_20C;
|
phi_v0 = this->unk_20C;
|
||||||
}
|
}
|
||||||
if (phi_v0 == 0) {
|
if (phi_v0 == 0) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_DIRT, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_PL_WALK_GROUND + SURFACE_SFX_OFFSET_DIRT);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
this->unk_20C = 8;
|
this->unk_20C = 8;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -466,8 +466,7 @@ void EnSyatekiNiw_Archery(EnSyatekiNiw* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
if ((this->archeryTimer == 0) && ((player->actor.world.pos.z - 30.0f) < this->actor.world.pos.z)) {
|
if ((this->archeryTimer == 0) && ((player->actor.world.pos.z - 30.0f) < this->actor.world.pos.z)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_VO_LI_DOWN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_VO_LI_DOWN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
this->movementTimer = 20;
|
this->movementTimer = 20;
|
||||||
this->archeryState = 6;
|
this->archeryState = 6;
|
||||||
this->actor.speed = 0.0f;
|
this->actor.speed = 0.0f;
|
||||||
|
|
|
@ -261,8 +261,7 @@ void EnTp_Head_ApproachPlayer(EnTp* this, PlayState* play) {
|
||||||
Player* player = GET_PLAYER(play);
|
Player* player = GET_PLAYER(play);
|
||||||
|
|
||||||
Math_SmoothStepToF(&this->actor.world.pos.y, player->actor.world.pos.y + 30.0f, 1.0f, 0.5f, 0.0f);
|
Math_SmoothStepToF(&this->actor.world.pos.y, player->actor.world.pos.y + 30.0f, 1.0f, 0.5f, 0.0f);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_TAIL_FLY - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
|
|
||||||
if (this->collider.base.atFlags & AT_HIT) {
|
if (this->collider.base.atFlags & AT_HIT) {
|
||||||
this->collider.base.atFlags &= ~AT_HIT;
|
this->collider.base.atFlags &= ~AT_HIT;
|
||||||
|
@ -403,8 +402,7 @@ void EnTp_Head_TakeOff(EnTp* this, PlayState* play) {
|
||||||
Math_SmoothStepToF(&this->actor.speed, 2.5f, 0.1f, 0.2f, 0.0f);
|
Math_SmoothStepToF(&this->actor.speed, 2.5f, 0.1f, 0.2f, 0.0f);
|
||||||
Math_SmoothStepToF(&this->actor.world.pos.y, player->actor.world.pos.y + 85.0f + this->horizontalVariation, 1.0f,
|
Math_SmoothStepToF(&this->actor.world.pos.y, player->actor.world.pos.y + 85.0f + this->horizontalVariation, 1.0f,
|
||||||
this->actor.speed * 0.25f, 0.0f);
|
this->actor.speed * 0.25f, 0.0f);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_TAIL_FLY - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
|
|
||||||
if (this->collider.base.atFlags & AT_HIT) {
|
if (this->collider.base.atFlags & AT_HIT) {
|
||||||
this->collider.base.atFlags &= ~AT_HIT;
|
this->collider.base.atFlags &= ~AT_HIT;
|
||||||
|
@ -501,8 +499,7 @@ void EnTp_Head_Wait(EnTp* this, PlayState* play) {
|
||||||
this->actor.shape.rot.y = this->actor.world.rot.y;
|
this->actor.shape.rot.y = this->actor.world.rot.y;
|
||||||
|
|
||||||
if (this->actor.world.pos.y != this->actor.home.pos.y) {
|
if (this->actor.world.pos.y != this->actor.home.pos.y) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_TAIL_FLY - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -571,8 +568,7 @@ void EnTp_Head_BurrowReturnHome(EnTp* this, PlayState* play) {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this->actor.world.pos.y != this->actor.home.pos.y) {
|
if (this->actor.world.pos.y != this->actor.home.pos.y) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_TAIL_FLY - SFX_FLAG, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_TAIL_FLY - SFX_FLAG);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (closeToFloor && ((play->gameplayFrames & 1) != 0)) {
|
if (closeToFloor && ((play->gameplayFrames & 1) != 0)) {
|
||||||
|
@ -721,8 +717,7 @@ void EnTp_Update(Actor* thisx, PlayState* play) {
|
||||||
this->actor.shape.rot.z += 0x800;
|
this->actor.shape.rot.z += 0x800;
|
||||||
|
|
||||||
if (this->actor.shape.rot.z == 0) {
|
if (this->actor.shape.rot.z == 0) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_TAIL_CRY, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_TAIL_CRY);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this->actionIndex >= TAILPASARAN_ACTION_TAIL_FOLLOWHEAD) {
|
if (this->actionIndex >= TAILPASARAN_ACTION_TAIL_FOLLOWHEAD) {
|
||||||
|
|
|
@ -147,8 +147,7 @@ void EnVbBall_UpdateBones(EnVbBall* this, PlayState* play) {
|
||||||
this->actor.velocity.z = cosf(angle) * 10.0f;
|
this->actor.velocity.z = cosf(angle) * 10.0f;
|
||||||
this->actor.velocity.y *= -0.5f;
|
this->actor.velocity.y *= -0.5f;
|
||||||
if (PARAMS_GET_U(this->actor.params, 0, 1)) {
|
if (PARAMS_GET_U(this->actor.params, 0, 1)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_LAND, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EN_VALVAISA_LAND);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
for (i = 0; i < 10; i++) {
|
for (i = 0; i < 10; i++) {
|
||||||
Vec3f dustVel = { 0.0f, 0.0f, 0.0f };
|
Vec3f dustVel = { 0.0f, 0.0f, 0.0f };
|
||||||
|
@ -230,9 +229,7 @@ void EnVbBall_Update(Actor* thisx, PlayState* play2) {
|
||||||
this->actor.world.rot.z * 0.5f, this->actor.params + 1);
|
this->actor.world.rot.z * 0.5f, this->actor.params + 1);
|
||||||
if (newActor != NULL) {
|
if (newActor != NULL) {
|
||||||
if ((i == 0) && (this->actor.params == 100)) {
|
if ((i == 0) && (this->actor.params == 100)) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_VALVAISA_ROCK, &newActor->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&newActor->actor.projectedPos, NA_SE_EN_VALVAISA_ROCK);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
|
||||||
&gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
newActor->actor.parent = this->actor.parent;
|
newActor->actor.parent = this->actor.parent;
|
||||||
newActor->actor.velocity = spawnOffset;
|
newActor->actor.velocity = spawnOffset;
|
||||||
|
|
|
@ -263,8 +263,7 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
|
||||||
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_FANFARE, 0, 0, NA_BGM_OPENING_GANON);
|
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_FANFARE, 0, 0, NA_BGM_OPENING_GANON);
|
||||||
}
|
}
|
||||||
if (play->csCtx.curFrame == 960) {
|
if (play->csCtx.curFrame == 960) {
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_GROAN, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_GROAN);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
} else if (type == ENVIEWER_TYPE_6_HORSE_GANONDORF) {
|
} else if (type == ENVIEWER_TYPE_6_HORSE_GANONDORF) {
|
||||||
if (gSaveContext.sceneLayer == 5 || gSaveContext.sceneLayer == 10) {
|
if (gSaveContext.sceneLayer == 5 || gSaveContext.sceneLayer == 10) {
|
||||||
|
@ -748,8 +747,7 @@ void EnViewer_UpdatePosition(EnViewer* this, PlayState* play) {
|
||||||
if (type == ENVIEWER_TYPE_0_HORSE_ZELDA) {
|
if (type == ENVIEWER_TYPE_0_HORSE_ZELDA) {
|
||||||
if (!sHorseSfxPlayed) {
|
if (!sHorseSfxPlayed) {
|
||||||
sHorseSfxPlayed = true;
|
sHorseSfxPlayed = true;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_HORSE_NEIGH, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_HORSE_NEIGH);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
Actor_PlaySfx(&this->actor, NA_SE_EV_HORSE_RUN_LEVEL - SFX_FLAG);
|
Actor_PlaySfx(&this->actor, NA_SE_EV_HORSE_RUN_LEVEL - SFX_FLAG);
|
||||||
}
|
}
|
||||||
|
|
|
@ -199,9 +199,7 @@ void ObjSyokudai_Update(Actor* thisx, PlayState* play2) {
|
||||||
if (interactionType < 0) {
|
if (interactionType < 0) {
|
||||||
if (player->unk_860 == 0) {
|
if (player->unk_860 == 0) {
|
||||||
player->unk_860 = 210;
|
player->unk_860 = 210;
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_FLAME_IGNITION, &this->actor.projectedPos, 4,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_FLAME_IGNITION);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
|
||||||
&gSfxDefaultReverb);
|
|
||||||
} else if (player->unk_860 < 200) {
|
} else if (player->unk_860 < 200) {
|
||||||
player->unk_860 = 200;
|
player->unk_860 = 200;
|
||||||
}
|
}
|
||||||
|
@ -237,8 +235,7 @@ void ObjSyokudai_Update(Actor* thisx, PlayState* play2) {
|
||||||
this->litTimer = (litTimeScale * 50) + 110;
|
this->litTimer = (litTimeScale * 50) + 110;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Audio_PlaySfxGeneral(NA_SE_EV_FLAME_IGNITION, &this->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->actor.projectedPos, NA_SE_EV_FLAME_IGNITION);
|
||||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -141,7 +141,6 @@ void EffectSsDeadDb_Update(PlayState* play, u32 index, EffectSs* this) {
|
||||||
|
|
||||||
if (this->rPlaySfx && (this->rTextIdx == 1)) {
|
if (this->rPlaySfx && (this->rTextIdx == 1)) {
|
||||||
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &this->pos, &this->vec, &w);
|
SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &this->pos, &this->vec, &w);
|
||||||
Audio_PlaySfxGeneral(NA_SE_EN_EXTINCT, &this->vec, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->vec, NA_SE_EN_EXTINCT);
|
||||||
&gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -50,6 +50,5 @@ void EffectSsDeadSound_Update(PlayState* play, u32 index, EffectSs* this) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
Audio_PlaySfxGeneral(this->rSfxId, &this->pos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
|
SFX_PLAY_AT_POS(&this->pos, this->rSfxId);
|
||||||
&gSfxDefaultReverb);
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue