Importing Sound Effects from MM3D (#179)

* Add sfx & update Audio_PlayActorSound2

* more sfx

* Match Enemies sfxId

* Update with PR

* Update sfx for new pr

* Fix commit
This commit is contained in:
engineer124
2021-06-11 21:08:47 -04:00
committed by GitHub
parent 54aef44a9e
commit c203b9b606
34 changed files with 2803 additions and 135 deletions
+5 -5
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@@ -1541,7 +1541,7 @@ void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* globalCtx, Vec
void CollisionCheck_SpawnShieldParticlesMetal2(GlobalContext* globalCtx, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* v, Vec3f* pos);
s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos, Vec3f* itemProjPos, Vec3f* out1, Vec3f* out2);
void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 param_3);
void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 textId);
s32 nop_800E8ED0(UNK_TYPE4 param_1);
void nop_800E8EE0(UNK_TYPE4 param_1);
s32 nop_800E8EEC(UNK_TYPE4 param_1);
@@ -2882,7 +2882,7 @@ void func_8014ADBC(GlobalContext* globalCtx, UNK_PTR puParm2);
void func_80150D08(GlobalContext* globalCtx, u32 uParm2);
// void func_801514B0(void);
void func_801518B0(GlobalContext* globalCtx, u32 uParm2, Actor* uParm3);
void func_80151938(GlobalContext* globalCtx, u16 param_2);
void func_80151938(GlobalContext* globalCtx, u16 textId);
void func_80151A68(GlobalContext* globalCtx, u16 param_2);
void func_80151BB4(GlobalContext* globalCtx, u32 uParm2);
// void func_80151C9C(void);
@@ -3844,8 +3844,8 @@ void func_8019E014(void);
// void func_8019EB2C(void);
// void func_8019F024(void);
// void func_8019F05C(void);
void play_sound(u16 param_1);
void func_8019F128(u16 param_1);
void play_sound(u16 sfxId);
void func_8019F128(u16 sfxId);
// void func_8019F170(void);
void func_8019F1C0(Vec3f* pos, u16 sfxId);
void func_8019F208(void);
@@ -3861,7 +3861,7 @@ void func_8019F230(void);
// void func_8019F780(void);
// void func_8019F7D8(void);
// void func_8019F830(void);
void func_8019F88C(Vec3f* arg0, UNK_TYPE arg1, UNK_TYPE arg2);
void func_8019F88C(Vec3f* arg0, u16 sfxId, UNK_TYPE arg2);
// void func_8019F900(void);
// void func_8019FA18(void);
void func_8019FAD8(Vec3f* param_1, u16 param_2, f32 param_3);
+2662
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File diff suppressed because it is too large Load Diff
+1
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@@ -17,6 +17,7 @@
#include <xstdio.h>
#include <unk.h>
#include <sfx.h>
#include <color.h>
#include <ichain.h>
+3 -3
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@@ -1,9 +1,9 @@
#include <ultra64.h>
#include <global.h>
void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 param_3) {
func_80151938(globalCtx, param_3);
actor->textId = param_3;
void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 textId) {
func_80151938(globalCtx, textId);
actor->textId = textId;
}
s32 nop_800E8ED0(UNK_TYPE4 param_1) {
+14 -14
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@@ -1486,9 +1486,9 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
if (flags == TOUCH_SFX_NORMAL && collider->colType != COLTYPE_METAL) {
EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos);
if (collider->actor == NULL) {
play_sound(0x1806);
play_sound(NA_SE_IT_SHIELD_BOUND);
} else {
func_8019F1C0(&collider->actor->projectedPos, 0x1806);
func_8019F1C0(&collider->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
}
} else if (flags == TOUCH_SFX_NORMAL) {
EffectSsHitMark_SpawnFixedScale(globalCtx, 3, hitPos);
@@ -1500,16 +1500,16 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
} else if (flags == TOUCH_SFX_HARD) {
EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos);
if (collider->actor == NULL) {
play_sound(0x1806);
play_sound(NA_SE_IT_SHIELD_BOUND);
} else {
func_8019F1C0(&collider->actor->projectedPos, 0x1806);
func_8019F1C0(&collider->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
}
} else if (flags == TOUCH_SFX_WOOD) {
EffectSsHitMark_SpawnFixedScale(globalCtx, 1, hitPos);
if (collider->actor == NULL) {
play_sound(0x1837);
play_sound(NA_SE_IT_REFLECTION_WOOD);
} else {
func_8019F1C0(&collider->actor->projectedPos, 0x1837);
func_8019F1C0(&collider->actor->projectedPos, NA_SE_IT_REFLECTION_WOOD);
}
}
}
@@ -1520,9 +1520,9 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo) {
if (at->actor != NULL && at->actor->category == ACTORCAT_PLAYER) {
if (acInfo->elemType == ELEMTYPE_UNK0) {
func_8019F1C0(&at->actor->projectedPos, 0x1811);
func_8019F1C0(&at->actor->projectedPos, NA_SE_IT_SWORD_STRIKE);
} else if (acInfo->elemType == ELEMTYPE_UNK1) {
func_8019F1C0(&at->actor->projectedPos, 0x1824);
func_8019F1C0(&at->actor->projectedPos, NA_SE_IT_SWORD_STRIKE_HARD);
} else if (acInfo->elemType == ELEMTYPE_UNK2) {
func_8019F1C0(&at->actor->projectedPos, 0);
} else if (acInfo->elemType == ELEMTYPE_UNK3) {
@@ -1566,7 +1566,7 @@ void CollisionCheck_HitEffects(GlobalContext* globalCtx, Collider* at, ColliderI
} else if (sHitInfo[ac->colType].effect == HIT_WOOD) {
if (at->actor == NULL) {
CollisionCheck_SpawnShieldParticles(globalCtx, hitPos);
play_sound(0x1837);
play_sound(NA_SE_IT_REFLECTION_WOOD);
} else {
CollisionCheck_SpawnShieldParticlesWood(globalCtx, hitPos, &at->actor->projectedPos);
}
@@ -1579,9 +1579,9 @@ void CollisionCheck_HitEffects(GlobalContext* globalCtx, Collider* at, ColliderI
} else {
EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos);
if (ac->actor == NULL) {
play_sound(0x1806);
play_sound(NA_SE_IT_SHIELD_BOUND);
} else {
func_8019F1C0(&ac->actor->projectedPos, 0x1806);
func_8019F1C0(&ac->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
}
}
}
@@ -3860,7 +3860,7 @@ void CollisionCheck_SpawnShieldParticles(GlobalContext* globalCtx, Vec3f* v) {
*/
void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v) {
CollisionCheck_SpawnShieldParticles(globalCtx, v);
play_sound(0x1808);
play_sound(NA_SE_IT_SHIELD_REFLECT_SW);
}
/**
@@ -3868,7 +3868,7 @@ void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v
*/
void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* globalCtx, Vec3f* v, Vec3f* pos) {
CollisionCheck_SpawnShieldParticles(globalCtx, v);
func_8019F1C0(pos, 0x1808);
func_8019F1C0(pos, NA_SE_IT_SHIELD_REFLECT_SW);
}
/**
@@ -3908,7 +3908,7 @@ void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* v,
shieldParticleInitWood.lightPoint.z = shieldParticleInitWood.position.z;
Effect_Add(globalCtx, &effectIndex, 3, 0, 1, &shieldParticleInitWood);
func_8019F1C0(pos, 0x1837);
func_8019F1C0(pos, NA_SE_IT_REFLECTION_WOOD);
}
/**
+3 -3
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@@ -794,7 +794,7 @@ void EffectSsEnIce_SpawnFlyingVec3f(GlobalContext* globalCtx, Actor* actor, Vec3
initParams.scale = scale;
if (actor != NULL) {
Audio_PlayActorSound2(actor, 0x874);
Audio_PlayActorSound2(actor, NA_SE_PL_FREEZE_S);
}
EffectSs_Spawn(globalCtx, EFFECT_SS_EN_ICE, 80, &initParams);
@@ -895,7 +895,7 @@ void EffectSsEnFire_SpawnVec3f(GlobalContext* globalCtx, Actor* actor, Vec3f* po
initParams.bodyPart = bodyPart;
if (actor != NULL) {
Audio_PlayActorSound2(actor, 0x2822);
Audio_PlayActorSound2(actor, NA_SE_EV_FLAME_IGNITION);
}
EffectSs_Spawn(globalCtx, EFFECT_SS_EN_FIRE, 128, &initParams);
@@ -915,7 +915,7 @@ void EffectSsEnFire_SpawnVec3s(GlobalContext* globalCtx, Actor* actor, Vec3s* po
initParams.bodyPart = bodyPart;
if (actor != NULL) {
Audio_PlayActorSound2(actor, 0x2822);
Audio_PlayActorSound2(actor, NA_SE_EV_FLAME_IGNITION);
}
EffectSs_Spawn(globalCtx, EFFECT_SS_EN_FIRE, 128, &initParams);
+6 -6
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@@ -598,7 +598,7 @@ void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) {
}
if ((this->actor.params <= ITEM00_RUPEE_RED) || (this->actor.params == ITEM00_RUPEE_ORANGE)) {
play_sound(0x4803);
play_sound(NA_SE_SY_GET_RUPY);
} else if (getItemId != GI_NONE) {
if (Actor_HasParent(&this->actor, globalCtx)) {
Actor_SetCollectibleFlag(globalCtx, this->collectibleFlag);
@@ -606,7 +606,7 @@ void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) {
}
return;
} else {
play_sound(0x4824);
play_sound(NA_SE_SY_GET_ITEM);
}
Actor_SetCollectibleFlag(globalCtx, this->collectibleFlag);
@@ -872,7 +872,7 @@ EnItem00* Item_DropCollectible(GlobalContext* globalCtx, Vec3f* spawnPos, u32 pa
spawnedActor = Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f,
spawnPos->z, 0, 0, 0, ((((param7F00 >> 8) & 0x7F) << 9) & 0xFE00) | 0x102);
if (!Actor_GetCollectibleFlag(globalCtx, (param7F00 >> 8) & 0x7F)) {
func_800F0568(globalCtx, spawnPos, 0x28, 0x28E7);
func_800F0568(globalCtx, spawnPos, 40, NA_SE_EV_BUTTERFRY_TO_FAIRY);
}
} else {
spawnedActor =
@@ -880,7 +880,7 @@ EnItem00* Item_DropCollectible(GlobalContext* globalCtx, Vec3f* spawnPos, u32 pa
spawnPos->z, 0, 0, 0, ((((param7F00 >> 8) & 0x7F) & 0x7F) << 9) | 7);
if (param20000 == 0) {
if (!Actor_GetCollectibleFlag(globalCtx, (param7F00 >> 8) & 0x7F)) {
func_800F0568(globalCtx, spawnPos, 0x28, 0x28E7);
func_800F0568(globalCtx, spawnPos, 40, NA_SE_EV_BUTTERFRY_TO_FAIRY);
}
}
}
@@ -947,7 +947,7 @@ Actor* Item_DropCollectible2(GlobalContext* globalCtx, Vec3f* spawnPos, u32 para
spawnPos->z, 0, 0, 0, ((((param7F00 >> 8) & 0x7F) & 0x7F) << 9) | 7);
}
if (Actor_GetCollectibleFlag(globalCtx, (param7F00 >> 8) & 0x7F) == 0) {
func_800F0568(globalCtx, spawnPos, 0x28, 0x28E7);
func_800F0568(globalCtx, spawnPos, 40, NA_SE_EV_BUTTERFRY_TO_FAIRY);
}
} else {
params = func_800A7650(params);
@@ -1105,7 +1105,7 @@ void Item_DropCollectibleRandom(GlobalContext* globalCtx, Actor* fromActor, Vec3
if (gSaveContext.health < 0x11) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_ELF, spawnPos->x, spawnPos->y + 40.0f,
spawnPos->z, 0, 0, 0, 2);
func_800F0568(globalCtx, spawnPos, 0x28, 0x28E7);
func_800F0568(globalCtx, spawnPos, 40, NA_SE_EV_BUTTERFRY_TO_FAIRY);
return;
}
+2 -2
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@@ -648,8 +648,8 @@ void func_801000CC(u16 sfxId) {
func_8019F128(sfxId);
}
void func_801000F4(s32 a0, u16 a1) {
func_8019F1C0(a0, a1);
void func_801000F4(s32 a0, u16 sfxId) {
func_8019F1C0(a0, sfxId);
}
void Lib_Vec3f_TranslateAndRotateY(Vec3f* translation, s16 a, Vec3f* src, Vec3f* dst) {
@@ -150,7 +150,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
}
}
this->timer = 0;
func_8019F1C0(&this->actor.projectedPos, 0x1814);
func_8019F1C0(&this->actor.projectedPos, NA_SE_IT_HOOKSHOT_STICK_CRE);
return;
}
@@ -262,10 +262,10 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
}
}
func_808C1154(this);
func_8019F1C0(&this->actor.projectedPos, 0x1829);
func_8019F1C0(&this->actor.projectedPos, NA_SE_IT_HOOKSHOT_STICK_OBJ);
} else {
CollisionCheck_SpawnShieldParticlesMetal(globalCtx, &this->actor.world.pos);
func_8019F1C0(&this->actor.projectedPos, 0x1813);
func_8019F1C0(&this->actor.projectedPos, NA_SE_IT_HOOKSHOT_REFLECT);
}
} else {
if (CHECK_BTN_ANY(globalCtx->state.input[0].press.button,
@@ -129,7 +129,7 @@ void BgCtowerGear_Splash(BgCtowerGear* this, GlobalContext* globalCtx) {
}
}
}
Audio_PlayActorSound2(&this->dyna.actor, 0x291B);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_WATERWHEEL_LEVEL);
}
}
@@ -177,7 +177,7 @@ void BgCtowerGear_Update(Actor* thisx, GlobalContext* globalCtx) {
this->dyna.actor.shape.rot.x -= 0x1F4;
} else if (type == CENTER_COG) {
this->dyna.actor.shape.rot.y += 0x1F4;
func_800B9010(&this->dyna.actor, 0x2085);
func_800B9010(&this->dyna.actor, NA_SE_EV_WINDMILL_LEVEL - SFX_FLAG);
} else if (type == WATER_WHEEL) {
this->dyna.actor.shape.rot.z -= 0x1F4;
BgCtowerGear_Splash(this, globalCtx);
@@ -110,7 +110,7 @@ void BgCtowerRot_CorridorRotate(BgCtowerRot* this, GlobalContext* globalCtx) {
func_800DFAC8(globalCtx->cameraPtrs[0], 0x11);
this->dyna.actor.shape.rot.z = rotZ * 16.384f;
if (globalCtx->csCtx.frames == 0x84) {
play_sound(0x4859);
play_sound(NA_SE_SY_SPIRAL_DASH);
}
}
@@ -120,12 +120,12 @@ void BgCtowerRot_DoorDoNothing(BgCtowerRot* this, GlobalContext* globalCtx) {
void BgCtowerRot_DoorClose(BgCtowerRot* this, GlobalContext* globalCtx) {
if (!Math_SmoothStepToF(&this->timer, 0.0f, 0.1f, 15.0f, 0.1f)) {
if (this->dyna.actor.params == MAIN_DOOR) {
Audio_PlayActorSound2(&this->dyna.actor, 0x2893);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONEDOOR_STOP);
ActorCutscene_Stop(this->dyna.actor.cutscene);
}
this->actionFunc = BgCtowerRot_DoorDoNothing;
} else if (this->dyna.actor.params == 1) {
func_800B9010(&this->dyna.actor, 0x201E);
func_800B9010(&this->dyna.actor, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
}
this->dyna.actor.world.pos.x =
this->dyna.actor.home.pos.x + (Math_SinS(this->dyna.actor.world.rot.y) * this->timer);
@@ -106,7 +106,7 @@ void func_80B6DD9C(BgHakaCurtain* this, GlobalContext* globalCtx) {
func_80B6DE80(this);
return;
}
func_800B9010(&this->dyna.actor, 0x218D);
func_800B9010(&this->dyna.actor, NA_SE_EV_CURTAIN_DOWN - SFX_FLAG);
}
void func_80B6DE80(BgHakaCurtain* this) {
@@ -190,15 +190,15 @@ void BgKin2Fence_HandleMaskCode(BgKin2Fence* this, GlobalContext* globalCtx) {
if (hitMask >= 0) {
nextMask = (s8)gSaveContext.spiderHouseMaskOrder[this->masksHit];
if (hitMask == nextMask) {
play_sound(0x4807);
play_sound(NA_SE_SY_TRE_BOX_APPEAR);
this->masksHit += 1;
BgKin2Fence_SpawnEyeSparkles(this, globalCtx, nextMask);
} else {
play_sound(0x4806);
play_sound(NA_SE_SY_ERROR);
this->masksHit = 0;
}
}
this->collider.base.acFlags &= 0xFFFD;
this->collider.base.acFlags &= ~2;
this->cooldownTimer = 5;
if (this->masksHit > 5) {
BgKin2Fence_SetupPlayOpenCutscene(this);
@@ -109,7 +109,7 @@ void BgLadder_ActionStartCutscene(BgLadder* this, GlobalContext* globalCtx) {
if (ActorCutscene_GetCanPlayNext(this->dyna.actor.cutscene)) {
ActorCutscene_StartAndSetUnkLinkFields(this->dyna.actor.cutscene, &this->dyna.actor);
this->dyna.actor.draw = BgLadder_Draw;
Audio_PlayActorSound2(&this->dyna.actor, 0x2997);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_SECRET_LADDER_APPEAR);
this->action = BgLadder_ActionFadeIn;
} else {
ActorCutscene_SetIntentToPlay(this->dyna.actor.cutscene);
@@ -58,7 +58,7 @@ void BgTobira01_Open(BgTobira01* this, GlobalContext* globalCtx) {
if (this->timer != prevTimer) {
if (1) {}
Audio_PlayActorSound2(&this->dyna.actor, 0x2143);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONEDOOR_OPEN_S - SFX_FLAG);
this->dyna.actor.world.pos.y = (this->yOffset = (this->timer * (5.0f / 3.0f)) + this->dyna.actor.home.pos.y);
this->timer2 = 180;
}
@@ -111,7 +111,7 @@ void DoorAna_WaitClosed(DoorAna* this, GlobalContext* globalCtx) {
if (grottoIsOpen) {
this->actor.params &= ~DOORANA_TYPE_BITRANGE;
DoorAna_SetupAction(this, DoorAna_WaitOpen);
play_sound(0x4802); // CORRECT_CHIME sfx
play_sound(NA_SE_SY_CORRECT_CHIME);
}
func_800B8C50(&this->actor, globalCtx);
+2 -2
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@@ -86,12 +86,12 @@ void EnCha_Ring(EnCha* this, GlobalContext* globalCtx) {
void EnCha_Idle(EnCha* this, GlobalContext* globalCtx) {
if (gSaveContext.weekEventReg[60] & 4) {
Audio_PlayActorSound2(&this->actor, 0x289E);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_DOOR_BELL);
gSaveContext.weekEventReg[60] &= 0xFB;
this->actor.home.rot.z = 0x7D0;
}
if (this->collider.base.acFlags & AC_HIT) {
Audio_PlayActorSound2(&this->actor, 0x289E);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_DOOR_BELL);
this->actor.home.rot.z = 0x7D0;
if (!(gSaveContext.weekEventReg[51] & 4)) {
gSaveContext.weekEventReg[51] |= 4;
@@ -76,7 +76,7 @@ void EnDyExtra_Update(Actor* thisx, GlobalContext* globalCtx) {
EnDyExtra* this = THIS;
DECR(this->unk14C);
Audio_PlayActorSound2(&this->actor, 0xC4U);
Audio_PlayActorSound2(&this->actor, NA_SE_PL_SPIRAL_HEAL_BEAM - SFX_FLAG);
this->actionFunc(this, globalCtx);
Actor_SetVelocityAndMoveYRotationAndGravity(&this->actor);
}
@@ -132,7 +132,7 @@ void EnEncount2_Popped(EnEncount2* this, GlobalContext* globalCtx) {
EnEncount2_InitParticles(this, &curPos, 10);
}
Audio_PlayActorSound2(&this->dyna.actor, 0x2949); // NA_SE_EV_MUJURA_BALLOON_BROKEN
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_MUJURA_BALLOON_BROKEN);
this->deathTimer = 30;
this->actionFunc = EnEncount2_Die;
}
+5 -5
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@@ -162,7 +162,7 @@ void EnFg_Idle(EnFg* this, GlobalContext* globalCtx) {
switch (EnFg_GetDamageEffect(this)) {
case FG_DMGEFFECT_DEKUSTICK:
this->actor.flags &= ~1;
Audio_PlayActorSound2(&this->actor, 0x28E4);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FROG_CRY_1);
this->skelAnime.animPlaybackSpeed = 0.0f;
this->actor.shape.shadowDraw = NULL;
this->actor.scale.x *= 1.5f;
@@ -188,8 +188,8 @@ void EnFg_Idle(EnFg* this, GlobalContext* globalCtx) {
break;
case FG_DMGEFFECT_EXPLOSION:
this->actor.flags &= ~1;
Audio_PlayActorSound2(&this->actor, 0x28E3);
if(1) {}
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FROG_CRY_0);
if (1) {}
this->actor.params = FG_BLACK;
this->skelAnime.animPlaybackSpeed = 0.0f;
ac = this->collider.base.ac;
@@ -204,7 +204,7 @@ void EnFg_Idle(EnFg* this, GlobalContext* globalCtx) {
break;
default:
if (DECR(this->timer) == 0) {
Audio_PlayActorSound2(&this->actor, 0x28B1);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FROG_JUMP);
EnFg_UpdateAnimation(&this->skelAnime, 3);
this->actor.velocity.y = 10.0f;
this->timer = Rand_S16Offset(30, 30);
@@ -239,7 +239,7 @@ void EnFg_Jump(EnFg* this, GlobalContext* globalCtx) {
break;
case FG_DMGEFFECT_EXPLOSION:
this->actor.flags &= ~1;
Audio_PlayActorSound2(&this->actor, 0x28E3);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_FROG_CRY_0);
EnFg_UpdateAnimation(&this->skelAnime, 0);
this->actor.params = FG_BLACK;
this->skelAnime.animPlaybackSpeed = 0.0f;

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