mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
Sfx
This commit is contained in:
@@ -392,7 +392,7 @@ s32 func_809EECBC(Boss05* this, PlayState* play) {
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Enemy_StartFinishingBlow(play, &this->dyna.actor);
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return 2;
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} else {
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Actor_PlaySfxAtPos(&this->dyna.actor, 0x3807U);
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA2_DAMAGE);
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this->unk16C = 15;
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this->unk15C = 0;
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this->unk162[0] = 30;
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@@ -449,21 +449,27 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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spD4 = 0x3E8;
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spD0 = 0x3E80;
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spCC = 0x7D0;
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spC8 = 0x5DC;
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spC4 = 0x1770;
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spC0 = 0xBB8;
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spBC = 0x514;
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spB8 = 0x5208;
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spB4 = 0xDAC;
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var_s6 = 0xA;
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var_s7 = 0x300;
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if (this->unk16C != 0) {
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spD4 = 0x1B58;
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spCC = 0x1770;
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spC0 = 0x1770;
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spBC = 0x1C84;
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spB4 = 0x1964;
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var_s6 = 1;
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var_s7 = 0x1000;
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}
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@@ -471,12 +477,15 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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spD4 = 0x1B58;
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spD0 = 0x3E80;
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spCC = 0x1388;
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spC8 = 0x5DC;
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spC4 = 0x2328;
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spC0 = 0x1388;
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spBC = 0x1C84;
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spB8 = 0x5208;
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spB4 = 0x157C;
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var_s6 = 1;
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var_s7 = 0x1000;
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} else {
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@@ -498,18 +507,21 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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} else {
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spD8[i].z = (s32)(Math_SinS((this->unk160 * spBC) + (i * spB8)) * spB4);
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}
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var_s4 = var_s6;
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var_s5 = var_s7;
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} else {
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if (this->unk174 == 1) {
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var_s6 = 5;
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var_s7 = 0x1000;
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spD8[i].x = D_809F1C60[i].x;
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spD8[i].y = D_809F1C60[i].y;
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spD8[i].z = D_809F1C60[i].z;
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} else if (this->unk174 == 2) {
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var_s6 = 1;
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var_s7 = 0x2000;
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spD8[i].x = D_809F1C8C[i].x;
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spD8[i].y = D_809F1C8C[i].y;
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spD8[i].z = D_809F1C8C[i].z;
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@@ -531,7 +543,8 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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SkelAnime_Update(&this->unk3C8);
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Math_ApproachF(&this->unk35C, 1.0f, 0.1f, 0.1f);
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if (this->unk15C != 0xA) {
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if (this->unk15C != 10) {
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Math_ApproachS(&this->dyna.actor.shape.rot.x, 0, 0x14, 0x800);
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}
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@@ -556,24 +569,24 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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if (sqrtf(this->dyna.actor.xyzDistToPlayerSq) <= 40.0f) {
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this->unk15E++;
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if (this->unk15E > 30) {
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this->unk15C = 0xA;
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this->unk15C = 10;
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this->unk162[0] = 30;
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Actor_PlaySfxAtPos(&this->dyna.actor, 0x3861U);
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA1_ATTACK);
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}
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} else {
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this->unk15E = 0;
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}
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}
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if (!(this->unk160 & 3) && (Rand_ZeroOne() < 0.5f)) {
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Actor_PlaySfxAtPos(&this->dyna.actor, 0x3860U);
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA1_MOUTH);
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}
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break;
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case 10:
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if (!(this->unk160 & 1)) {
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Actor_PlaySfxAtPos(&this->dyna.actor, 0x3860U);
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA1_MOUTH);
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}
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this->unk19C = (this->unk162[0] & 1) << 9;
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this->unk19C = (this->unk162[0] & 1) * 0x200;
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this->unk174 = 3;
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this->unk3C8.playSpeed = 4.0f;
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Math_ApproachS(&this->dyna.actor.shape.rot.x, -0x8000, 2, 0x2000);
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@@ -587,7 +600,7 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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Math_Vec3f_Copy(&sp94, &this->dyna.actor.world.pos);
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sp94.y += 40.0f;
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EffectSsGSplash_Spawn(play, &sp94, NULL, NULL, 1, 2000);
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Actor_PlaySfxAtPos(&this->dyna.actor, 0x2808U);
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EV_OUT_OF_WATER);
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}
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break;
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@@ -598,16 +611,16 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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this->unk174 = 1;
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if (this->unk162[0] == 0) {
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this->unk15C = 2;
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this->unk162[0] = 0x14;
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Actor_PlaySfxAtPos(&this->dyna.actor, 0x3861U);
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this->unk162[0] = 20;
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA1_ATTACK);
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}
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break;
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case 2:
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if (!(this->unk160 & 1)) {
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Actor_PlaySfxAtPos(&this->dyna.actor, 0x3860U);
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA1_MOUTH);
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}
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this->unk19C = (this->unk162[0] & 1) << 9;
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this->unk19C = (this->unk162[0] & 1) * 0x200;
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this->unk3C8.playSpeed = 4.0f;
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Math_ApproachF(&this->unk35C, 1.5f, 1.0f, 0.7f);
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this->unk174 = 2;
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@@ -650,7 +663,7 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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temp_v0_6->unk3C8.jointTable[i] = this->unk3C8.jointTable[i];
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}
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Actor_PlaySfxAtPos(&this->dyna.actor, 0x381E);
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA1_DAMAGE);
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if (var_s4_2 > 10) {
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temp_v0_6->unk188 = var_s4_2 - 10;
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}
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@@ -669,7 +682,7 @@ void func_809EEDE8(Boss05* this, PlayState* play) {
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temp_v0_6->unk162[0] = (s32)(Rand_ZeroFloat(20.0f) + 20.0f);
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}
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}
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Actor_PlaySfxAtPos(&this->dyna.actor, 0x381F);
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Actor_PlaySfxAtPos(&this->dyna.actor, NA_SE_EN_MIZUBABA_DEAD);
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}
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}
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@@ -713,7 +726,7 @@ void func_809EFAB4(Boss05* this, PlayState* play) {
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Actor_MoveWithGravity(&this->dyna.actor);
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this->dyna.actor.world.pos.y -= 85.0f;
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this->dyna.actor.prevPos.y -= 85.0f;
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Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 20.0f, 50.0f, 40.0f, 0x44U);
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Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 20.0f, 50.0f, 40.0f, 0x44);
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this->dyna.actor.world.pos.y += 85.0f;
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this->dyna.actor.prevPos.y += 85.0f;
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@@ -1008,7 +1021,7 @@ void func_809F0780(Boss05* this, PlayState* play) {
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EffectSsBubble_Spawn(play, &sp7C, 20.0f, 10.0f, 20.0f, 0.13f);
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}
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SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 40, 0x381F);
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SoundSource_PlaySfxAtFixedWorldPos(play, &this->dyna.actor.world.pos, 40, NA_SE_EN_MIZUBABA_DEAD);
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Actor_MarkForDeath(&this->dyna.actor);
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Item_DropCollectibleRandom(play, NULL, &this->dyna.actor.world.pos, 0xE0);
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}
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