diff options
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_actor.c | 19 | ||||
| -rw-r--r-- | src/code/z_effect_soft_sprite_old_init.c | 6 | ||||
| -rw-r--r-- | src/code/z_en_hy_code.c | 4 |
3 files changed, 16 insertions, 13 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 912c3ee81..6ba05d4f9 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -2130,7 +2130,10 @@ void func_800B8E1C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4) func_800B8DD4(play, actor, arg2, arg3, arg4, 0); } -void func_800B8E58(Player* player, u16 sfxId) { +/** + * Play a sound effect at the player's position + */ +void Player_PlaySfx(Player* player, u16 sfxId) { if (player->currentMask == PLAYER_MASK_GIANT) { func_8019F170(&player->actor.projectedPos, sfxId); } else { @@ -2140,9 +2143,9 @@ void func_800B8E58(Player* player, u16 sfxId) { } /** - * Plays the sound effect at the actor's position + * Play a sound effect at the actor's position */ -void Actor_PlaySfxAtPos(Actor* actor, u16 sfxId) { +void Actor_PlaySfx(Actor* actor, u16 sfxId) { Audio_PlaySfxAtPos(&actor->projectedPos, sfxId); } @@ -3839,7 +3842,7 @@ void Actor_SpawnShieldParticlesMetal(PlayState* play, Vec3f* pos) { void Actor_SetColorFilter(Actor* actor, u16 colorFlag, u16 colorIntensityMax, u16 xluFlag, u16 duration) { if ((colorFlag == 0x8000) && !(colorIntensityMax & 0x8000)) { - Actor_PlaySfxAtPos(actor, NA_SE_EN_LIGHT_ARROW_HIT); + Actor_PlaySfx(actor, NA_SE_EN_LIGHT_ARROW_HIT); } actor->colorFilterParams = colorFlag | xluFlag | ((colorIntensityMax & 0xF8) << 5) | duration; @@ -4476,13 +4479,13 @@ void Actor_DrawDamageEffects(PlayState* play, Actor* actor, Vec3f limbPos[], s16 // Apply sfx along with damage effect if ((actor != NULL) && (effectAlpha > 0.05f) && (play->gameOverCtx.state == GAMEOVER_INACTIVE)) { if (type == ACTOR_DRAW_DMGEFF_FIRE) { - Actor_PlaySfxAtPos(actor, NA_SE_EV_BURN_OUT - SFX_FLAG); + Actor_PlaySfx(actor, NA_SE_EV_BURN_OUT - SFX_FLAG); } else if (type == ACTOR_DRAW_DMGEFF_BLUE_FIRE) { - Actor_PlaySfxAtPos(actor, NA_SE_EN_COMMON_EXTINCT_LEV - SFX_FLAG); + Actor_PlaySfx(actor, NA_SE_EN_COMMON_EXTINCT_LEV - SFX_FLAG); } else if (type == ACTOR_DRAW_DMGEFF_FROZEN_SFX) { - Actor_PlaySfxAtPos(actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG); + Actor_PlaySfx(actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG); } else if ((type == ACTOR_DRAW_DMGEFF_LIGHT_ORBS) || (type == ACTOR_DRAW_DMGEFF_BLUE_LIGHT_ORBS)) { - Actor_PlaySfxAtPos(actor, NA_SE_EN_COMMON_DEADLIGHT - SFX_FLAG); + Actor_PlaySfx(actor, NA_SE_EN_COMMON_DEADLIGHT - SFX_FLAG); } } diff --git a/src/code/z_effect_soft_sprite_old_init.c b/src/code/z_effect_soft_sprite_old_init.c index 4f24651d1..0b08f4dd0 100644 --- a/src/code/z_effect_soft_sprite_old_init.c +++ b/src/code/z_effect_soft_sprite_old_init.c @@ -805,7 +805,7 @@ void EffectSsEnIce_SpawnFlying(PlayState* play, Actor* actor, Vec3f* pos, Color_ initParams.scale = scale; if (actor != NULL) { - Actor_PlaySfxAtPos(actor, NA_SE_PL_FREEZE_S); + Actor_PlaySfx(actor, NA_SE_PL_FREEZE_S); } EffectSs_Spawn(play, EFFECT_SS_EN_ICE, 80, &initParams); @@ -897,7 +897,7 @@ void EffectSsEnFire_SpawnVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 sc initParams.bodyPart = bodyPart; if (actor != NULL) { - Actor_PlaySfxAtPos(actor, NA_SE_EV_FLAME_IGNITION); + Actor_PlaySfx(actor, NA_SE_EV_FLAME_IGNITION); } EffectSs_Spawn(play, EFFECT_SS_EN_FIRE, 128, &initParams); @@ -917,7 +917,7 @@ void EffectSsEnFire_SpawnVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 sc initParams.bodyPart = bodyPart; if (actor != NULL) { - Actor_PlaySfxAtPos(actor, NA_SE_EV_FLAME_IGNITION); + Actor_PlaySfx(actor, NA_SE_EV_FLAME_IGNITION); } EffectSs_Spawn(play, EFFECT_SS_EN_FIRE, 128, &initParams); diff --git a/src/code/z_en_hy_code.c b/src/code/z_en_hy_code.c index 66645753e..85a5e7e84 100644 --- a/src/code/z_en_hy_code.c +++ b/src/code/z_en_hy_code.c @@ -267,12 +267,12 @@ s32 EnHy_PlayWalkingSound(EnHy* enHy, PlayState* play, f32 distAboveThreshold) { enHy->isLeftFootOnGround = isFootOnGround = SubS_IsFloorAbove(play, &enHy->leftFootPos, distAboveThreshold); if (enHy->isLeftFootOnGround && !wasLeftFootOnGround && isFootOnGround) { - Actor_PlaySfxAtPos(&enHy->actor, sfxId); + Actor_PlaySfx(&enHy->actor, sfxId); } enHy->isRightFootOnGround = isFootOnGround = SubS_IsFloorAbove(play, &enHy->rightFootPos, distAboveThreshold); if (enHy->isRightFootOnGround && !wasRightFootOnGround && isFootOnGround) { - Actor_PlaySfxAtPos(&enHy->actor, sfxId); + Actor_PlaySfx(&enHy->actor, sfxId); } return false; |
