mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
use sounds macros
This commit is contained in:
@@ -157,7 +157,7 @@ static s32 D_80870978[] = { 0, 0 };
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void EnOkuta_Init(Actor* thisx, PlayState* play2) {
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EnOkuta* this = THIS;
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PlayState* play = play2;
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WaterBox* sp3C;
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WaterBox* waterbox;
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f32 sp38;
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s32 sp34;
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@@ -178,7 +178,7 @@ void EnOkuta_Init(Actor* thisx, PlayState* play2) {
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this->actor.floorHeight = BgCheck_EntityRaycastFloor5(&play->colCtx, &this->actor.floorPoly, &sp34,
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&this->actor, &this->actor.world.pos);
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if ((!WaterBox_GetSurface1_2(play, &play->colCtx, this->actor.world.pos.x, this->actor.world.pos.z, &sp38,
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&sp3C)) ||
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&waterbox)) ||
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(sp38 <= this->actor.floorHeight)) {
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Actor_Kill(&this->actor);
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} else {
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@@ -250,13 +250,13 @@ void func_8086E27C(EnOkuta* this, PlayState* play) {
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void func_8086E2C0(EnOkuta* this, PlayState* play) {
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f32 temp_fv0 = this->actor.world.pos.y - this->actor.home.pos.y;
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Vec3f sp28;
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Vec3f pos;
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if (((play->gameplayFrames % 7) == 0) && (temp_fv0 < 50.0f) && (temp_fv0 >= -20.0f)) {
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sp28.x = this->actor.world.pos.x;
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sp28.y = this->actor.home.pos.y;
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sp28.z = this->actor.world.pos.z;
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EffectSsGRipple_Spawn(play, &sp28, 250, 650, 0);
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pos.x = this->actor.world.pos.x;
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pos.y = this->actor.home.pos.y;
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pos.z = this->actor.world.pos.z;
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EffectSsGRipple_Spawn(play, &pos, 250, 650, 0);
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}
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}
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@@ -291,7 +291,7 @@ void func_8086E3B8(EnOkuta* this, PlayState* play) {
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velocity.z = 1.5f * sp38;
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func_8086E214(&pos, &velocity, 0x14, play);
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}
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Actor_PlaySfx(&this->actor, 0x387E);
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Actor_PlaySfx(&this->actor, NA_SE_EN_NUTS_THROW);
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}
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void func_8086E4FC(EnOkuta* this) {
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@@ -347,11 +347,11 @@ void func_8086E658(EnOkuta* this, PlayState* play) {
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}
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if (Animation_OnFrame(&this->skelAnime, 2.0f) != 0) {
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Actor_PlaySfx(&this->actor, 0x38C2);
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Actor_PlaySfx(&this->actor, NA_SE_EN_OCTAROCK_JUMP);
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}
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if (Animation_OnFrame(&this->skelAnime, 12.0f) != 0) {
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Actor_PlaySfx(&this->actor, 0x38C3);
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Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_LAND);
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}
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if ((Animation_OnFrame(&this->skelAnime, 3.0f) != 0) || (Animation_OnFrame(&this->skelAnime, 15.0f) != 0)) {
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@@ -370,7 +370,7 @@ void func_8086E7E8(EnOkuta* this, PlayState* play) {
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Math_ApproachF(&this->actor.world.pos.y, this->actor.home.pos.y, 0.5f, 30.0f);
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if (SkelAnime_Update(&this->skelAnime) != 0) {
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Actor_PlaySfx(&this->actor, 0x38C5);
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Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_WATER_MID);
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func_8086E168(this, play);
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func_8086E4FC(this);
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} else {
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@@ -380,7 +380,7 @@ void func_8086E7E8(EnOkuta* this, PlayState* play) {
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}
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if (Animation_OnFrame(&this->skelAnime, 2.0f) != 0) {
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Actor_PlaySfx(&this->actor, 0x38C4);
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Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_SINK);
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}
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if (Animation_OnFrame(&this->skelAnime, 4.0f) != 0) {
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@@ -416,7 +416,7 @@ void func_8086E948(EnOkuta* this, PlayState* play) {
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}
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if (Animation_OnFrame(&this->skelAnime, 0.5f) != 0) {
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Actor_PlaySfx(&this->actor, 0x38C1);
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Actor_PlaySfx(&this->actor, NA_SE_EN_COMMON_WATER_SLW);
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}
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if ((this->actor.xzDistToPlayer > 560.0f) || ((this->actor.xzDistToPlayer < 160.0f) && (this->actor.params == 0))) {
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@@ -450,7 +450,7 @@ void func_8086EAE0(EnOkuta* this, PlayState* play) {
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if (this->unk260 > 50.0f) {
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func_8086E27C(this, play);
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Actor_PlaySfx(&this->actor, 0x38C2);
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Actor_PlaySfx(&this->actor, NA_SE_EN_OCTAROCK_JUMP);
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}
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}
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this->actionFunc = func_8086EC00;
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@@ -486,7 +486,7 @@ void func_8086EC00(EnOkuta* this, PlayState* play) {
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}
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if ((this->unk260 > 50.0f) && Animation_OnFrame(&this->skelAnime, 13.0f)) {
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func_8086E27C(this, play);
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Actor_PlaySfx(&this->actor, 0x38C3);
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Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_LAND);
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}
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} else {
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// clang-format off
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@@ -518,7 +518,7 @@ void func_8086EE8C(EnOkuta* this) {
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, 0xB);
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this->collider.base.acFlags &= 0xFFFE;
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Actor_SetScale(&this->actor, 0.01f);
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Actor_PlaySfx(&this->actor, 0x38C6U);
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Actor_PlaySfx(&this->actor, NA_SE_EN_OCTAROCK_DEAD1);
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this->actionFunc = func_8086EF14;
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}
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@@ -560,12 +560,12 @@ void func_8086EFE8(EnOkuta* this, PlayState* play) {
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velocity.y = -0.5f;
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velocity.z = 0.0f;
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func_8086E214(&pos, &velocity, -0x14, play);
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Actor_PlaySfx(&this->actor, 0x38C7);
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Actor_PlaySfx(&this->actor, NA_SE_EN_OCTAROCK_DEAD2);
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}
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if (Animation_OnFrame(&this->skelAnime, 15.0f)) {
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func_8086E27C(this, play);
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Actor_PlaySfx(&this->actor, 0x38C3);
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Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_LAND);
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}
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if (this->unk18E < 3) {
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@@ -823,7 +823,7 @@ void EnOkuta_Update(Actor* thisx, PlayState* play2) {
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this->unk258 = (this->unk254 + 1.0f) * 0.3f;
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this->unk258 = CLAMP_MAX(this->unk258, 0.6f);
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} else if (Math_StepToF(&this->unk25C, 0.6f, 0.015000001f) == 0) {
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Actor_PlaySfx_Flagged(&this->actor, 0x20B2);
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Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG);
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}
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}
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}
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