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Various SFX fixes (#237)

* Various SFX fixes

* Fix sfx references in z_en_zl2.c
This commit is contained in:
Roman971 2020-07-05 05:30:21 +02:00 committed by GitHub
parent a5aee3d691
commit 61544b873d
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GPG Key ID: 4AEE18F83AFDEB23
45 changed files with 362 additions and 342 deletions

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@ -393,7 +393,7 @@ void func_8002F8F0(Actor* actor, u16 sfxId);
void func_8002F91C(Actor* actor, u16 sfxId);
void func_8002F948(Actor* actor, u16 sfxId);
void func_8002F974(Actor* actor, u16 sfxId);
void func_8002F994(Actor* actor, s32 sfxId);
void func_8002F994(Actor* actor, s32 arg1);
s32 func_8002F9EC(GlobalContext* globalCtx, Actor* actor, UNK_TYPE arg2, UNK_TYPE arg3, UNK_TYPE arg4);
void func_800304B0(GlobalContext* globalCtx);
void func_800304DC(GlobalContext* globalCtx, ActorContext* actorCtx, ActorEntry* actorEntry);

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@ -1,248 +1,254 @@
#ifndef SFX_H
#define SFX_H
#define NA_SE_PL_WALK_GROUND 0x0
#define NA_SE_PL_WALK_SAND 0x1
#define NA_SE_PL_WALK_CONCRETE 0x2
#define NA_SE_PL_WALK_DIRT 0x3
#define NA_SE_PL_WALK_WATER0 0x4
#define NA_SE_PL_WALK_WATER1 0x5
#define NA_SE_PL_WALK_WATER2 0x6
#define NA_SE_PL_WALK_MAGMA 0x7
#define NA_SE_PL_WALK_GRASS 0x8
#define NA_SE_PL_WALK_IRON 0x9
#define NA_SE_PL_WALK_LADDER 0xA
#define NA_SE_PL_WALK_GLASS 0xB
#define NA_SE_PL_WALK_WALL 0xC
#define NA_SE_PL_WALK_HEAVYBOOTS 0xD
#define NA_SE_PL_DUMMY_14 0xE
#define NA_SE_PL_WALK_ICE 0xF
#define NA_SE_PL_JUMP 0x10
#define NA_SE_PL_JUMP_SAND 0x11
#define NA_SE_PL_JUMP_CONCRETE 0x12
#define NA_SE_PL_JUMP_DIRT 0x13
#define NA_SE_PL_JUMP_WATER0 0x14
#define NA_SE_PL_JUMP_WATER1 0x15
#define NA_SE_PL_JUMP_WATER2 0x16
#define NA_SE_PL_JUMP_MAGMA 0x17
#define NA_SE_PL_JUMP_GRASS 0x18
#define NA_SE_PL_JUMP_IRON 0x19
#define NA_SE_PL_JUMP_LADDER 0x1A
#define NA_SE_PL_JUMP_GLASS 0x1B
#define NA_SE_PL_DUMMY28 0x1C
#define NA_SE_PL_JUMP_HEAVYBOOTS 0x1D
#define NA_SE_PL_DUMMY30 0x1E
#define NA_SE_PL_JUMP_ICE 0x1F
#define NA_SE_PL_LAND 0x20
#define NA_SE_PL_LAND_SAND 0x21
#define NA_SE_PL_LAND_CONCRETE 0x22
#define NA_SE_PL_LAND_DIRT 0x23
#define NA_SE_PL_LAND_WATER0 0x24
#define NA_SE_PL_LAND_WATER1 0x25
#define NA_SE_PL_LAND_WATER2 0x26
#define NA_SE_PL_LAND_MAGMA 0x27
#define NA_SE_PL_LAND_GRASS 0x28
#define NA_SE_PL_LAND_IRON 0x29
#define NA_SE_PL_LAND_LADDER 0x2A
#define NA_SE_PL_LAND_GLASS 0x2B
#define NA_SE_PL_DUMMY_44 0x2C
#define NA_SE_PL_LAND_HEAVYBOOTS 0x2D
#define NA_SE_PL_DUMMY_46 0x2E
#define NA_SE_PL_LAND_ICE 0x2F
#define NA_SE_PL_SLIPDOWN 0x30
#define NA_SE_PL_CLIMB_CLIFF 0x31
#define NA_SE_PL_SIT_ON_HORSE 0x32
#define NA_SE_PL_GET_OFF_HORSE 0x33
#define NA_SE_PL_TAKE_OUT_SHIELD 0x34
#define NA_SE_PL_CHANGE_ARMS 0x35
#define NA_SE_PL_CATCH_BOOMERANG 0x36
#define NA_SE_PL_DUMMY_55 0x37
#define NA_SE_PL_DUMMY_56 0x38
#define NA_SE_PL_SWIM 0x39
#define NA_SE_PL_THROW 0x3A
#define NA_SE_PL_BODY_BOUND 0x3B
#define NA_SE_PL_ROLL 0x3C
#define NA_SE_PL_SKIP 0x3D
#define NA_SE_PL_BODY_HIT 0x3E
#define NA_SE_PL_DAMAGE 0x3F
#define NA_SE_PL_SLIP 0x40
#define NA_SE_PL_SLIP_SAND 0x41
#define NA_SE_PL_SLIP_CONCRETE 0x42
#define NA_SE_PL_SLIP_DIRT 0x43
#define NA_SE_PL_SLIP_WATER0 0x44
#define NA_SE_PL_SLIP_WATER1 0x45
#define NA_SE_PL_SLIP_WATER2 0x46
#define NA_SE_PL_SLIP_MAGMA 0x47
#define NA_SE_PL_SLIP_GRASS 0x48
#define NA_SE_PL_SLIP_IRON 0x49
#define NA_SE_PL_SLIP_LADDER 0x4A
#define NA_SE_PL_SLIP_GLASS 0x4B
#define NA_SE_PL_DUMMY76 0x4C
#define NA_SE_PL_SLIP_HEAVYBOOTS 0x4D
#define NA_SE_PL_DUMMY78 0x4E
#define NA_SE_PL_SLIP_ICE 0x4F
#define NA_SE_PL_BOUND 0x50
#define NA_SE_PL_BOUND_SAND 0x51
#define NA_SE_PL_BOUND_CONCRETE 0x52
#define NA_SE_PL_BOUND_DIRT 0x53
#define NA_SE_PL_BOUND_WATER0 0x54
#define NA_SE_PL_BOUND_WATER1 0x55
#define NA_SE_PL_BOUND_WATER2 0x56
#define NA_SE_PL_BOUND_MAGMA 0x57
#define NA_SE_PL_BOUND_GRASS 0x58
#define NA_SE_PL_BOUND_IRON 0x59
#define NA_SE_PL_BOUND_LADDER 0x5A
#define NA_SE_PL_BOUND_WOOD 0x5B
#define NA_SE_PL_DUMMY_92 0x5C
#define NA_SE_PL_BOUND_HEAVYBOOTS 0x5D
#define NA_SE_PL_DUMMY_94 0x5E
#define NA_SE_PL_BOUND_ICE 0x5F
#define NA_SE_PL_DUMMY_96 0x60
#define NA_SE_PL_DUMMY_97 0x61
#define NA_SE_PL_DUMMY_98 0x62
#define NA_SE_PL_FACE_UP 0x63
#define NA_SE_PL_DIVE_BUBBLE 0x64
#define NA_SE_PL_MOVE_BUBBLE 0x65
#define NA_SE_PL_METALEFFECT_KID 0x66
#define NA_SE_PL_METALEFFECT_ADULT 0x67
#define NA_SE_PL_SPARK 0x68
#define NA_SE_PL_PULL_UP_PLANT 0x69
#define NA_SE_PL_PULL_UP_ROCK 0x6A
#define NA_SE_PL_IN_BUBBLE 0x6B
#define NA_SE_PL_PULL_UP_BIGROCK 0x6C
#define NA_SE_PL_SWORD_CHARGE 0x6D
#define NA_SE_PL_FREEZE 0x6E
#define NA_SE_PL_PULL_UP_POT 0x6F
#define NA_SE_PL_KNOCK 0x70
#define NA_SE_PL_CALM_HIT 0x71
#define NA_SE_PL_CALM_PAT 0x72
#define NA_SE_PL_SUBMERGE 0x73
#define NA_SE_PL_FREEZE_S 0x74
#define NA_SE_PL_ICE_BROKEN 0x75
#define NA_SE_PL_SLIP_ICE_LELEL 0x76
#define NA_SE_PL_PUT_OUT_ITEM 0x77
#define NA_SE_PL_PULL_UP_WOODBOX 0x78
#define NA_SE_PL_MAGIC_FIRE 0x79
#define NA_SE_PL_MAGIC_WIND_NORMAL 0x7A
#define NA_SE_PL_MAGIC_WIND_WARP 0x7B
#define NA_SE_PL_MAGIC_SOUL_NORMAL 0x7C
#define NA_SE_PL_ARROW_CHARGE_FIRE 0x7D
#define NA_SE_PL_ARROW_CHARGE_ICE 0x7E
#define NA_SE_PL_ARROW_CHARGE_LIGHT 0x7F
#define NA_SE_PL_DUMMY_128 0x80
#define NA_SE_PL_DUMMY_129 0x81
#define NA_SE_PL_DUMMY_130 0x82
#define NA_SE_PL_PULL_UP_RUTO 0x83
#define NA_SE_PL_DUMMY_132 0x84
#define NA_SE_PL_DUMMY_133 0x85
#define NA_SE_PL_DUMMY_134 0x86
#define NA_SE_PL_DUMMY_135 0x87
#define NA_SE_PL_DUMMY_136 0x88
#define NA_SE_PL_DUMMY_137 0x89
#define NA_SE_PL_DUMMY_138 0x8A
#define NA_SE_PL_DUMMY_139 0x8B
#define NA_SE_PL_DUMMY_140 0x8C
#define NA_SE_PL_DUMMY_141 0x8D
#define NA_SE_PL_DUMMY_142 0x8E
#define NA_SE_PL_DUMMY_143 0x8F
#define NA_SE_PL_DUMMY_144 0x90
#define NA_SE_PL_DUMMY_145 0x91
#define NA_SE_PL_DUMMY_146 0x92
#define NA_SE_PL_DUMMY_147 0x93
#define NA_SE_PL_DUMMY_148 0x94
#define NA_SE_PL_DUMMY_149 0x95
#define NA_SE_PL_DUMMY_150 0x96
#define NA_SE_PL_DUMMY_151 0x97
#define NA_SE_PL_DUMMY_152 0x98
#define NA_SE_PL_DUMMY_153 0x99
#define NA_SE_PL_DUMMY_154 0x9A
#define NA_SE_PL_DUMMY_155 0x9B
#define NA_SE_PL_DUMMY_156 0x9C
#define NA_SE_PL_DUMMY_157 0x9D
#define NA_SE_PL_DUMMY_158 0x9E
#define NA_SE_PL_DUMMY_159 0x9F
#define NA_SE_PL_DUMMY_160 0xA0
#define NA_SE_PL_DUMMY_161 0xA1
#define NA_SE_PL_DUMMY_162 0xA2
#define NA_SE_PL_DUMMY_163 0xA3
#define NA_SE_PL_DUMMY_164 0xA4
#define NA_SE_PL_DUMMY_165 0xA5
#define NA_SE_PL_DUMMY_166 0xA6
#define NA_SE_PL_DUMMY_167 0xA7
#define NA_SE_PL_DUMMY_168 0xA8
#define NA_SE_PL_DUMMY_169 0xA9
#define NA_SE_PL_DUMMY_170 0xAA
#define NA_SE_PL_DUMMY_171 0xAB
#define NA_SE_PL_DUMMY_172 0xAC
#define NA_SE_PL_DUMMY_173 0xAD
#define NA_SE_PL_DUMMY_174 0xAE
#define NA_SE_PL_DUMMY_175 0xAF
#define NA_SE_PL_CRAWL 0xB0
#define NA_SE_PL_CRAWL_SAND 0xB1
#define NA_SE_PL_CRAWL_CONCRETE 0xB2
#define NA_SE_PL_CRAWL_DIRT 0xB3
#define NA_SE_PL_CRAWL_WATER0 0xB4
#define NA_SE_PL_DUMMY_181 0xB5
#define NA_SE_PL_DUMMY_182 0xB6
#define NA_SE_PL_DUMMY_183 0xB7
#define NA_SE_PL_DUMMY_184 0xB8
#define NA_SE_PL_DUMMY_185 0xB9
#define NA_SE_PL_DUMMY_186 0xBA
#define NA_SE_PL_CRAWL_WOOD 0xBB
#define NA_SE_PL_CRAWL_ICE 0xBC
#define NA_SE_PL_DUMMY_189 0xBD
#define NA_SE_PL_DUMMY_190 0xBE
#define NA_SE_PL_DUMMY_191 0xBF
#define NA_SE_PL_MAGIC_SOUL_FLASH 0xC0
#define NA_SE_PL_ROLL_DUST 0xC1
#define NA_SE_PL_DUMMY_192 0xC2
#define NA_SE_PL_MAGIC_SOUL_BALL 0xC3
#define NA_SE_PL_SPIRAL_HEAL_BEAM 0xC4
#define NA_SE_PL_BOUND_NOWEAPON 0xC5
#define NA_SE_PL_PLANT_GROW_UP 0xC6
#define NA_SE_PL_PLANT_TALLER 0xC7
#define NA_SE_PL_MAGIC_WIND_VANISH 0xC8
#define NA_SE_PL_HOBBERBOOTS_LV 0xC9
#define NA_SE_PL_PLANT_MOVE 0xCA
#define NA_SE_EV_WALL_MOVE_SP 0xCB
#define NA_SE_PL_DUMMY_204 0xCC
#define NA_SE_PL_DUMMY_205 0xCD
#define NA_SE_PL_DUMMY_206 0xCE
#define NA_SE_PL_DUMMY_207 0xCF
#define NA_SE_PL_SLIP_LEVEL 0xD0
#define NA_SE_PL_SLIP_SAND_LEVEL 0xD1
#define NA_SE_PL_SLIP_CONCRETE_LEVEL 0xD2
#define NA_SE_PL_SLIP_DIRT_LEVEL 0xD3
#define NA_SE_PL_SLIP_WATER0_LEVEL 0xD4
#define NA_SE_PL_SLIP_WATER1_LEVEL 0xD5
#define NA_SE_PL_SLIP_WATER2_LEVEL 0xD6
#define NA_SE_PL_SLIP_MAGMA_LEVEL 0xD7
#define NA_SE_PL_SLIP_GRASS_LEVEL 0xD8
#define NA_SE_PL_SLIP_IRON_LEVEL 0xD9
#define NA_SE_PL_SLIP_GLASS_LEVEL 0xDA
#define NA_SE_PL_SLIP_WOOD_LEVEL 0xDB
#define NA_SE_PL_DUMMY_220 0xDC
#define NA_SE_PL_DUMMY_221 0xDD
#define NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL 0xDE
#define NA_SE_PL_SLIP_ICE_LEVEL 0xDF
#define NA_SE_PL_JUMP_METAL 0xE0
#define NA_SE_PL_LAND_METAL 0xE1
#define NA_SE_PL_WALK_RUNNINGMAN 0xE2
#define NA_SE_PL_WALK_ZELDA_DEMO 0xE3
#define NA_SE_PL_YOBI_DATA02 0xE4
#define NA_SE_PL_YOBI_DATA03 0xE5
#define NA_SE_PL_YOBI_DATA04 0xE6
#define NA_SE_PL_YOBI_DATA05 0xE7
#define NA_SE_PL_YOBI_DATA06 0xE8
#define NA_SE_PL_YOBI_DATA07 0xE9
#define NA_SE_PL_YOBI_DATA08 0xEA
#define NA_SE_PL_YOBI_DATA09 0xEB
#define NA_SE_PL_YOBI_DATA10 0xEC
#define NA_SE_PL_YOBI_DATA11 0xED
#define NA_SE_PL_YOBI_DATA12 0xEE
#define NA_SE_PL_YOBI_DATA13 0xEF
#define NA_SE_PL_YOBI_DATA14 0xF0
//------------ITEM------------
#define SFX_FLAG 0x800
// ------------ PLAYER ------------
#define NA_SE_PL_WALK_GROUND 0x800
#define NA_SE_PL_WALK_SAND 0x801
#define NA_SE_PL_WALK_CONCRETE 0x802
#define NA_SE_PL_WALK_DIRT 0x803
#define NA_SE_PL_WALK_WATER0 0x804
#define NA_SE_PL_WALK_WATER1 0x805
#define NA_SE_PL_WALK_WATER2 0x806
#define NA_SE_PL_WALK_MAGMA 0x807
#define NA_SE_PL_WALK_GRASS 0x808
#define NA_SE_PL_WALK_IRON 0x809
#define NA_SE_PL_WALK_LADDER 0x80A
#define NA_SE_PL_WALK_GLASS 0x80B
#define NA_SE_PL_WALK_WALL 0x80C
#define NA_SE_PL_WALK_HEAVYBOOTS 0x80D
#define NA_SE_PL_DUMMY_14 0x80E
#define NA_SE_PL_WALK_ICE 0x80F
#define NA_SE_PL_JUMP 0x810
#define NA_SE_PL_JUMP_SAND 0x811
#define NA_SE_PL_JUMP_CONCRETE 0x812
#define NA_SE_PL_JUMP_DIRT 0x813
#define NA_SE_PL_JUMP_WATER0 0x814
#define NA_SE_PL_JUMP_WATER1 0x815
#define NA_SE_PL_JUMP_WATER2 0x816
#define NA_SE_PL_JUMP_MAGMA 0x817
#define NA_SE_PL_JUMP_GRASS 0x818
#define NA_SE_PL_JUMP_IRON 0x819
#define NA_SE_PL_JUMP_LADDER 0x81A
#define NA_SE_PL_JUMP_GLASS 0x81B
#define NA_SE_PL_DUMMY28 0x81C
#define NA_SE_PL_JUMP_HEAVYBOOTS 0x81D
#define NA_SE_PL_DUMMY30 0x81E
#define NA_SE_PL_JUMP_ICE 0x81F
#define NA_SE_PL_LAND 0x820
#define NA_SE_PL_LAND_SAND 0x821
#define NA_SE_PL_LAND_CONCRETE 0x822
#define NA_SE_PL_LAND_DIRT 0x823
#define NA_SE_PL_LAND_WATER0 0x824
#define NA_SE_PL_LAND_WATER1 0x825
#define NA_SE_PL_LAND_WATER2 0x826
#define NA_SE_PL_LAND_MAGMA 0x827
#define NA_SE_PL_LAND_GRASS 0x828
#define NA_SE_PL_LAND_IRON 0x829
#define NA_SE_PL_LAND_LADDER 0x82A
#define NA_SE_PL_LAND_GLASS 0x82B
#define NA_SE_PL_DUMMY_44 0x82C
#define NA_SE_PL_LAND_HEAVYBOOTS 0x82D
#define NA_SE_PL_DUMMY_46 0x82E
#define NA_SE_PL_LAND_ICE 0x82F
#define NA_SE_PL_SLIPDOWN 0x830
#define NA_SE_PL_CLIMB_CLIFF 0x831
#define NA_SE_PL_SIT_ON_HORSE 0x832
#define NA_SE_PL_GET_OFF_HORSE 0x833
#define NA_SE_PL_TAKE_OUT_SHIELD 0x834
#define NA_SE_PL_CHANGE_ARMS 0x835
#define NA_SE_PL_CATCH_BOOMERANG 0x836
#define NA_SE_PL_DUMMY_55 0x837
#define NA_SE_PL_DUMMY_56 0x838
#define NA_SE_PL_SWIM 0x839
#define NA_SE_PL_THROW 0x83A
#define NA_SE_PL_BODY_BOUND 0x83B
#define NA_SE_PL_ROLL 0x83C
#define NA_SE_PL_SKIP 0x83D
#define NA_SE_PL_BODY_HIT 0x83E
#define NA_SE_PL_DAMAGE 0x83F
#define NA_SE_PL_SLIP 0x840
#define NA_SE_PL_SLIP_SAND 0x841
#define NA_SE_PL_SLIP_CONCRETE 0x842
#define NA_SE_PL_SLIP_DIRT 0x843
#define NA_SE_PL_SLIP_WATER0 0x844
#define NA_SE_PL_SLIP_WATER1 0x845
#define NA_SE_PL_SLIP_WATER2 0x846
#define NA_SE_PL_SLIP_MAGMA 0x847
#define NA_SE_PL_SLIP_GRASS 0x848
#define NA_SE_PL_SLIP_IRON 0x849
#define NA_SE_PL_SLIP_LADDER 0x84A
#define NA_SE_PL_SLIP_GLASS 0x84B
#define NA_SE_PL_DUMMY76 0x84C
#define NA_SE_PL_SLIP_HEAVYBOOTS 0x84D
#define NA_SE_PL_DUMMY78 0x84E
#define NA_SE_PL_SLIP_ICE 0x84F
#define NA_SE_PL_BOUND 0x850
#define NA_SE_PL_BOUND_SAND 0x851
#define NA_SE_PL_BOUND_CONCRETE 0x852
#define NA_SE_PL_BOUND_DIRT 0x853
#define NA_SE_PL_BOUND_WATER0 0x854
#define NA_SE_PL_BOUND_WATER1 0x855
#define NA_SE_PL_BOUND_WATER2 0x856
#define NA_SE_PL_BOUND_MAGMA 0x857
#define NA_SE_PL_BOUND_GRASS 0x858
#define NA_SE_PL_BOUND_IRON 0x859
#define NA_SE_PL_BOUND_LADDER 0x85A
#define NA_SE_PL_BOUND_WOOD 0x85B
#define NA_SE_PL_DUMMY_92 0x85C
#define NA_SE_PL_BOUND_HEAVYBOOTS 0x85D
#define NA_SE_PL_DUMMY_94 0x85E
#define NA_SE_PL_BOUND_ICE 0x85F
#define NA_SE_PL_DUMMY_96 0x860
#define NA_SE_PL_DUMMY_97 0x861
#define NA_SE_PL_DUMMY_98 0x862
#define NA_SE_PL_FACE_UP 0x863
#define NA_SE_PL_DIVE_BUBBLE 0x864
#define NA_SE_PL_MOVE_BUBBLE 0x865
#define NA_SE_PL_METALEFFECT_KID 0x866
#define NA_SE_PL_METALEFFECT_ADULT 0x867
#define NA_SE_PL_SPARK 0x868
#define NA_SE_PL_PULL_UP_PLANT 0x869
#define NA_SE_PL_PULL_UP_ROCK 0x86A
#define NA_SE_PL_IN_BUBBLE 0x86B
#define NA_SE_PL_PULL_UP_BIGROCK 0x86C
#define NA_SE_PL_SWORD_CHARGE 0x86D
#define NA_SE_PL_FREEZE 0x86E
#define NA_SE_PL_PULL_UP_POT 0x86F
#define NA_SE_PL_KNOCK 0x870
#define NA_SE_PL_CALM_HIT 0x871
#define NA_SE_PL_CALM_PAT 0x872
#define NA_SE_PL_SUBMERGE 0x873
#define NA_SE_PL_FREEZE_S 0x874
#define NA_SE_PL_ICE_BROKEN 0x875
#define NA_SE_PL_SLIP_ICE_LELEL 0x876
#define NA_SE_PL_PUT_OUT_ITEM 0x877
#define NA_SE_PL_PULL_UP_WOODBOX 0x878
#define NA_SE_PL_MAGIC_FIRE 0x879
#define NA_SE_PL_MAGIC_WIND_NORMAL 0x87A
#define NA_SE_PL_MAGIC_WIND_WARP 0x87B
#define NA_SE_PL_MAGIC_SOUL_NORMAL 0x87C
#define NA_SE_PL_ARROW_CHARGE_FIRE 0x87D
#define NA_SE_PL_ARROW_CHARGE_ICE 0x87E
#define NA_SE_PL_ARROW_CHARGE_LIGHT 0x87F
#define NA_SE_PL_DUMMY_128 0x880
#define NA_SE_PL_DUMMY_129 0x881
#define NA_SE_PL_DUMMY_130 0x882
#define NA_SE_PL_PULL_UP_RUTO 0x883
#define NA_SE_PL_DUMMY_132 0x884
#define NA_SE_PL_DUMMY_133 0x885
#define NA_SE_PL_DUMMY_134 0x886
#define NA_SE_PL_DUMMY_135 0x887
#define NA_SE_PL_DUMMY_136 0x888
#define NA_SE_PL_DUMMY_137 0x889
#define NA_SE_PL_DUMMY_138 0x88A
#define NA_SE_PL_DUMMY_139 0x88B
#define NA_SE_PL_DUMMY_140 0x88C
#define NA_SE_PL_DUMMY_141 0x88D
#define NA_SE_PL_DUMMY_142 0x88E
#define NA_SE_PL_DUMMY_143 0x88F
#define NA_SE_PL_DUMMY_144 0x890
#define NA_SE_PL_DUMMY_145 0x891
#define NA_SE_PL_DUMMY_146 0x892
#define NA_SE_PL_DUMMY_147 0x893
#define NA_SE_PL_DUMMY_148 0x894
#define NA_SE_PL_DUMMY_149 0x895
#define NA_SE_PL_DUMMY_150 0x896
#define NA_SE_PL_DUMMY_151 0x897
#define NA_SE_PL_DUMMY_152 0x898
#define NA_SE_PL_DUMMY_153 0x899
#define NA_SE_PL_DUMMY_154 0x89A
#define NA_SE_PL_DUMMY_155 0x89B
#define NA_SE_PL_DUMMY_156 0x89C
#define NA_SE_PL_DUMMY_157 0x89D
#define NA_SE_PL_DUMMY_158 0x89E
#define NA_SE_PL_DUMMY_159 0x89F
#define NA_SE_PL_DUMMY_160 0x8A0
#define NA_SE_PL_DUMMY_161 0x8A1
#define NA_SE_PL_DUMMY_162 0x8A2
#define NA_SE_PL_DUMMY_163 0x8A3
#define NA_SE_PL_DUMMY_164 0x8A4
#define NA_SE_PL_DUMMY_165 0x8A5
#define NA_SE_PL_DUMMY_166 0x8A6
#define NA_SE_PL_DUMMY_167 0x8A7
#define NA_SE_PL_DUMMY_168 0x8A8
#define NA_SE_PL_DUMMY_169 0x8A9
#define NA_SE_PL_DUMMY_170 0x8AA
#define NA_SE_PL_DUMMY_171 0x8AB
#define NA_SE_PL_DUMMY_172 0x8AC
#define NA_SE_PL_DUMMY_173 0x8AD
#define NA_SE_PL_DUMMY_174 0x8AE
#define NA_SE_PL_DUMMY_175 0x8AF
#define NA_SE_PL_CRAWL 0x8B0
#define NA_SE_PL_CRAWL_SAND 0x8B1
#define NA_SE_PL_CRAWL_CONCRETE 0x8B2
#define NA_SE_PL_CRAWL_DIRT 0x8B3
#define NA_SE_PL_CRAWL_WATER0 0x8B4
#define NA_SE_PL_DUMMY_181 0x8B5
#define NA_SE_PL_DUMMY_182 0x8B6
#define NA_SE_PL_DUMMY_183 0x8B7
#define NA_SE_PL_DUMMY_184 0x8B8
#define NA_SE_PL_DUMMY_185 0x8B9
#define NA_SE_PL_DUMMY_186 0x8BA
#define NA_SE_PL_CRAWL_WOOD 0x8BB
#define NA_SE_PL_CRAWL_ICE 0x8BC
#define NA_SE_PL_DUMMY_189 0x8BD
#define NA_SE_PL_DUMMY_190 0x8BE
#define NA_SE_PL_DUMMY_191 0x8BF
#define NA_SE_PL_MAGIC_SOUL_FLASH 0x8C0
#define NA_SE_PL_ROLL_DUST 0x8C1
#define NA_SE_PL_DUMMY_192 0x8C2
#define NA_SE_PL_MAGIC_SOUL_BALL 0x8C3
#define NA_SE_PL_SPIRAL_HEAL_BEAM 0x8C4
#define NA_SE_PL_BOUND_NOWEAPON 0x8C5
#define NA_SE_PL_PLANT_GROW_UP 0x8C6
#define NA_SE_PL_PLANT_TALLER 0x8C7
#define NA_SE_PL_MAGIC_WIND_VANISH 0x8C8
#define NA_SE_PL_HOBBERBOOTS_LV 0x8C9
#define NA_SE_PL_PLANT_MOVE 0x8CA
#define NA_SE_EV_WALL_MOVE_SP 0x8CB // EV sound inside PL?
#define NA_SE_PL_DUMMY_204 0x8CC
#define NA_SE_PL_DUMMY_205 0x8CD 0xCC
#define NA_SE_PL_DUMMY_206 0x8CE
#define NA_SE_PL_DUMMY_207 0x8CF
#define NA_SE_PL_SLIP_LEVEL 0x8D0
#define NA_SE_PL_SLIP_SAND_LEVEL 0x8D1
#define NA_SE_PL_SLIP_CONCRETE_LEVEL 0x8D2
#define NA_SE_PL_SLIP_DIRT_LEVEL 0x8D3
#define NA_SE_PL_SLIP_WATER0_LEVEL 0x8D4
#define NA_SE_PL_SLIP_WATER1_LEVEL 0x8D5
#define NA_SE_PL_SLIP_WATER2_LEVEL 0x8D6
#define NA_SE_PL_SLIP_MAGMA_LEVEL 0x8D7
#define NA_SE_PL_SLIP_GRASS_LEVEL 0x8D8
#define NA_SE_PL_SLIP_IRON_LEVEL 0x8D9
#define NA_SE_PL_SLIP_GLASS_LEVEL 0x8DA
#define NA_SE_PL_SLIP_WOOD_LEVEL 0x8DB
#define NA_SE_PL_DUMMY_220 0x8DC
#define NA_SE_PL_DUMMY_221 0x8DD
#define NA_SE_PL_SLIP_HEAVYBOOTS_LEVEL 0x8DE
#define NA_SE_PL_SLIP_ICE_LEVEL 0x8DF
#define NA_SE_PL_JUMP_METAL 0x8E0
#define NA_SE_PL_LAND_METAL 0x8E1
#define NA_SE_PL_WALK_RUNNINGMAN 0x8E2
#define NA_SE_PL_WALK_ZELDA_DEMO 0x8E3
#define NA_SE_PL_YOBI_DATA02 0x8E4
#define NA_SE_PL_YOBI_DATA03 0x8E5
#define NA_SE_PL_YOBI_DATA04 0x8E6
#define NA_SE_PL_YOBI_DATA05 0x8E7
#define NA_SE_PL_YOBI_DATA06 0x8E8
#define NA_SE_PL_YOBI_DATA07 0x8E9
#define NA_SE_PL_YOBI_DATA08 0x8EA
#define NA_SE_PL_YOBI_DATA09 0x8EB
#define NA_SE_PL_YOBI_DATA10 0x8EC
#define NA_SE_PL_YOBI_DATA11 0x8ED
#define NA_SE_PL_YOBI_DATA12 0x8EE
#define NA_SE_PL_YOBI_DATA13 0x8EF
#define NA_SE_PL_YOBI_DATA14 0x8F0
// ------------ ITEM ------------
#define NA_SE_IT_SWORD_IMPACT 0x1800
#define NA_SE_IT_SWORD_SWING 0x1801
#define NA_SE_IT_SWORD_PUTAWAY 0x1802
@ -324,7 +330,7 @@
#define NA_SE_IT_MASTER_SWORD_SWING 0x184E
#define NA_SE_IT_DUMMY5 0x184F
#define NA_SE_IT_YOBI19 0x1850
#define NA_SE_FISHING_REEL_SLOW2 0x1851
#define NA_SE_FISHING_REEL_SLOW2 0x1851 // not IT?
#define NA_SE_IT_SPIDERNET_HIT1 0x1852
#define NA_SE_IT_LURE_LAND1 0x1853
#define NA_SE_IT_HOOKSHOT_STICK_OBJ_WATER 0x1854
@ -344,7 +350,9 @@
#define NA_SE_IT_YOBI16 0x1862
#define NA_SE_IT_YOBI17 0x1863
#define NA_SE_IT_YOBI18 0x1864
//------------ENVIRONMENT------------
// ------------ ENVIRONMENT ------------
#define NA_SE_EV_DOOR_OPEN 0x2800
#define NA_SE_EV_DOOR_CLOSE 0x2801
#define NA_SE_EV_EXPLOSION 0x2802
@ -378,7 +386,7 @@
#define NA_SE_EV_STONE_STATUE_OPEN 0x281E
#define NA_SE_EV_TBOX_UNLOCK 0x281F
#define NA_SE_EV_TBOX_OPEN 0x2820
#define NA_SE_SY_TIMER 0x2821
#define NA_SE_SY_TIMER 0x2821 // SY sound inside EV?
#define NA_SE_EV_FLAME_IGNITION 0x2822
#define NA_SE_EV_SPEAR_HIT 0x2823
#define NA_SE_EV_ELEVATOR_MOVE 0x2824
@ -481,7 +489,7 @@
#define NA_SE_EV_WINDMILL_LEVEL 0x2885
#define NA_SE_EV_GOTO_HEAVEN 0x2886
#define NA_SE_EV_POT_BROKEN 0x2887
#define NA_SE_PL_PUT_DOWN_POT 0x2888
#define NA_SE_PL_PUT_DOWN_POT 0x2888 // PL sound inside EV?
#define NA_SE_EV_DIVE_INTO_WATER 0x2889
#define NA_SE_EV_JUMP_OUT_WATER 0x288A
#define NA_SE_EV_GOD_FLYING 0x288B
@ -626,7 +634,9 @@
#define NA_SE_EV_YOBI23 0x2916
#define NA_SE_EV_YOBI24 0x2917
#define NA_SE_EV_YOBI25 0x2918
//------------ENEMY------------
// ------------ ENEMY ------------
#define NA_SE_EN_FLOORMASTER_SLIDING 0x3034
#define NA_SE_EN_FLOORMASTER_SM_STICK 0x3136
#define NA_SE_EN_DODO_J_WALK 0x3800
@ -1160,7 +1170,9 @@
#define NA_SE_EN_YOBI28 0x3A12
#define NA_SE_EN_YOBI29 0x3A13
#define NA_SE_EN_YOBI30 0x3A14
//------------SYSTEM------------
// ------------ SYSTEM ------------
#define NA_SE_SY_WIN_OPEN 0x4800
#define NA_SE_SY_WIN_CLOSE 0x4801
#define NA_SE_SY_CORRECT_CHIME 0x4802
@ -1231,7 +1243,7 @@
#define NA_SE_SY_KINSTA_MARK_APPEAR 0x4843
#define NA_SE_SY_FIVE_COUNT_LUPY 0x4844
#define NA_SE_SY_CARROT_RECOVER 0x4845
#define NA_SE_EV_FAIVE_LUPY_COUNT 0x4846
#define NA_SE_EV_FAIVE_LUPY_COUNT 0x4846 // EV sound inside SY?
#define NA_SE_SY_DUMMY_71 0x4847
#define NA_SE_SY_KANADE_ISHI 0x4848
#define NA_SE_SY_NA_HELLO_2 0x4849
@ -1252,7 +1264,9 @@
#define NA_SE_SY_YOBI15 0x4858
#define NA_SE_SY_YOBI16 0x4859
#define NA_SE_SY_YOBI17 0x485A
//------------OCARINA------------
// ------------ OCARINA ------------
#define NA_SE_OC_OCARINA 0x5800
#define NA_SE_OC_ABYSS 0x5801
#define NA_SE_OC_DOOR_OPEN 0x5802
@ -1264,7 +1278,9 @@
#define NA_SE_OC_HINT_MOVIE2_WHITE 0x5808
#define NA_SE_OC_HINT_MOVIE_ZOOMIN 0x5809
#define NA_SE_OC_HIBIKI_ISHI 0x580A
//------------VOICE------------
// ------------ VOICE ------------
#define NA_SE_VO_LI_SWORD_N 0x6800
#define NA_SE_VO_LI_SWORD_L 0x6801
#define NA_SE_VO_LI_LASH 0x6802

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@ -531,8 +531,8 @@ typedef struct {
} DbgCamera; // size = 0x10CC;
typedef struct {
/* 0x00 */ u8 musicSeq;
/* 0x01 */ u8 nighttimeSFX;
/* 0x00 */ u8 seqIndex;
/* 0x01 */ u8 nightSeqIndex;
/* 0x02 */ char unk_02[0x2];
} SoundContext; // size = 0x4

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@ -157,8 +157,8 @@ typedef struct {
/* 0x00 */ u8 code;
/* 0x01 */ u8 bgmId;
/* 0x02 */ char pad[4];
/* 0x06 */ u8 nighttimeSFX;
/* 0x07 */ u8 musicSeq;
/* 0x06 */ u8 nightSeqIndex;
/* 0x07 */ u8 seqIndex;
} SCmdSoundSettings;
typedef struct {

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@ -1697,16 +1697,16 @@ void func_8002F850(GlobalContext* globalCtx, Actor* actor) {
if (actor->bgCheckFlags & 0x20) {
if (actor->waterY < 20.0f) {
sfxId = NA_SE_PL_WALK_WATER0;
sfxId = NA_SE_PL_WALK_WATER0 - SFX_FLAG;
} else {
sfxId = NA_SE_PL_WALK_WATER1;
sfxId = NA_SE_PL_WALK_WATER1 - SFX_FLAG;
}
} else {
sfxId = func_80041F34(&globalCtx->colCtx, actor->floorPoly, actor->floorPolySource);
}
func_80078914(&actor->projectedPos, NA_SE_EV_BOMB_BOUND);
func_80078914(&actor->projectedPos, sfxId + 0x800);
func_80078914(&actor->projectedPos, sfxId + SFX_FLAG);
}
void func_8002F8F0(Actor* actor, u16 sfxId) {
@ -1732,15 +1732,15 @@ void func_8002F974(Actor* actor, u16 sfxId) {
actor->sfx = sfxId;
}
void func_8002F994(Actor* actor, s32 sfxId) {
void func_8002F994(Actor* actor, s32 arg1) {
actor->flags |= 0x10000000;
actor->flags &= ~0x00380000;
if (sfxId < NA_SE_PL_LAND_GRASS) {
actor->sfx = NA_SE_PL_WALK_DIRT;
} else if (sfxId < NA_SE_PL_DIVE_BUBBLE) {
actor->sfx = NA_SE_PL_WALK_CONCRETE;
if (arg1 < 40) {
actor->sfx = NA_SE_PL_WALK_DIRT - SFX_FLAG;
} else if (arg1 < 100) {
actor->sfx = NA_SE_PL_WALK_CONCRETE - SFX_FLAG;
} else {
actor->sfx = NA_SE_PL_WALK_SAND;
actor->sfx = NA_SE_PL_WALK_SAND - SFX_FLAG;
}
}
@ -2263,7 +2263,7 @@ void func_80030ED8(Actor* actor) {
} else if (actor->flags & 0x200000) {
func_800788CC(actor->sfx);
} else if (actor->flags & 0x10000000) {
func_800F4C58(&D_801333D4, 0x2021, (s8)(actor->sfx - 1));
func_800F4C58(&D_801333D4, NA_SE_SY_TIMER - SFX_FLAG, (s8)(actor->sfx - 1));
} else {
func_80078914(&actor->projectedPos, actor->sfx);
}

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@ -3518,7 +3518,7 @@ s32 Camera_ChangeMode(Camera* camera, s16 mode, u8 arg2) {
if (camera->status == 7) {
switch (phi_v0) {
case 1:
func_80078884(NA_SE_PL_WALK_GROUND);
func_80078884(NA_SE_PL_WALK_GROUND - SFX_FLAG);
break;
case 2:
if (1 == camera->globalCtx->roomCtx.curRoom.unk_03) {

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@ -1408,14 +1408,14 @@ s32 func_8005E4F8(Collider* left, ColliderBody* rightBody) {
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE, &left->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
} else if (rightBody->flags == 1) {
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &left->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
} else if (2 == rightBody->flags) {
Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND, &left->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Audio_PlaySoundGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &left->actor->projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
} else if (rightBody->flags == 2) {
Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &left->actor->projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
} else if (rightBody->flags == 3) {
Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND, &left->actor->projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
Audio_PlaySoundGeneral(NA_SE_PL_WALK_GROUND - SFX_FLAG, &left->actor->projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
}
}
}

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@ -358,7 +358,7 @@ void func_80064824(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase*
if (sp3F != 0) {
globalCtx->envCtx.unk_E6 = 1;
}
func_800788CC(0x20C0);
func_800788CC(NA_SE_EV_SAND_STORM - SFX_FLAG);
break;
case 33:
gSaveContext.unk_1422 = 1;

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@ -317,7 +317,7 @@ void func_8001D608(EnAObj* this, GlobalContext* globalCtx) {
Math_SmoothScaleMaxMinF(&this->dyna.actor.speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
if (this->dyna.actor.speedXZ != 0.0f) {
Audio_PlayActorSound2(&this->dyna.actor, 0x200A);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}
this->dyna.unk_154 = 0.0f;

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@ -2422,7 +2422,8 @@ void Interface_UpdateMagicBar(GlobalContext* globalCtx) {
gSaveContext.magic += 4;
if (gSaveContext.gameMode == 0 && gSaveContext.sceneSetupIndex < 4) {
Audio_PlaySoundGeneral(0x401F, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
}
// Translates to: "Storage MAGIC_NOW=%d (%d)"
@ -2550,7 +2551,7 @@ void Interface_UpdateMagicBar(GlobalContext* globalCtx) {
break;
case 10:
gSaveContext.magic += 4;
Audio_PlaySoundGeneral(0x401F, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_SY_GAUGE_UP - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
if (gSaveContext.magic >= gSaveContext.unk_13F8) {
gSaveContext.magic = gSaveContext.unk_13F8;
gSaveContext.unk_13F0 = gSaveContext.unk_13F2;

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@ -404,8 +404,8 @@ void Gameplay_Init(GlobalContext* globalCtx) {
Interface_SetSceneRestrictions(globalCtx);
func_800758AC(globalCtx);
gSaveContext.seqIndex = globalCtx->soundCtx.musicSeq;
gSaveContext.nightSeqIndex = globalCtx->soundCtx.nighttimeSFX;
gSaveContext.seqIndex = globalCtx->soundCtx.seqIndex;
gSaveContext.nightSeqIndex = globalCtx->soundCtx.nightSeqIndex;
func_8002DF18(globalCtx, PLAYER);
func_800A390C(globalCtx, &globalCtx->animationCtx);
gSaveContext.respawnFlag = 0;
@ -714,7 +714,7 @@ void Gameplay_Update(GlobalContext* globalCtx) {
break;
case 13:
Audio_PlaySoundGeneral(0x20C0, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
if (globalCtx->sceneLoadFlag == -0x14) {
if (globalCtx->envCtx.unk_E7 < 0x6E) {
gTrnsnUnkState = 0;
@ -747,7 +747,7 @@ void Gameplay_Update(GlobalContext* globalCtx) {
break;
case 15:
Audio_PlaySoundGeneral(0x20C0, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_EV_SAND_STORM - SFX_FLAG, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
if (globalCtx->sceneLoadFlag == -0x14) {
if (globalCtx->envCtx.unk_E7 <= 0) {
gTrnsnUnkState = 0;

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@ -441,8 +441,8 @@ void func_80099134(GlobalContext* globalCtx, SceneCmd* cmd) {
// Scene Command 0x15: Sound Settings
void func_80099140(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->soundCtx.musicSeq = cmd->soundSettings.musicSeq;
globalCtx->soundCtx.nighttimeSFX = cmd->soundSettings.nighttimeSFX;
globalCtx->soundCtx.seqIndex = cmd->soundSettings.seqIndex;
globalCtx->soundCtx.nightSeqIndex = cmd->soundSettings.nightSeqIndex;
if (gSaveContext.seqIndex == 0xFF) {
Audio_SetBGM(cmd->soundSettings.bgmId | 0xF0000000);

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@ -157,7 +157,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
return;
}
func_8002F8F0(&player->actor, 0x100B);
func_8002F8F0(&player->actor, NA_SE_IT_HOOKSHOT_CHAIN - SFX_FLAG);
ArmsHook_CheckForCancel(this);
if (this->timer != 0) {

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@ -77,7 +77,7 @@ void ArrowFire_Charge(ArrowFire* this, GlobalContext* globalCtx) {
this->actor.posRot.pos = arrow->actor.posRot.pos;
this->actor.shape.rot = arrow->actor.shape.rot;
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_FIRE);
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_FIRE - SFX_FLAG);
// If arrow's attached is null, Link has fired the arrow
if (arrow->actor.attachedA == NULL) {

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@ -78,7 +78,7 @@ void ArrowIce_Charge(ArrowIce* this, GlobalContext* globalCtx) {
this->actor.posRot.pos = arrow->actor.posRot.pos;
this->actor.shape.rot = arrow->actor.shape.rot;
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_ICE);
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_ICE - SFX_FLAG);
// If arrow's attached is null, Link has fired the arrow
if (arrow->actor.attachedA == NULL) {

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@ -78,7 +78,7 @@ void ArrowLight_Charge(ArrowLight* this, GlobalContext* globalCtx) {
this->actor.posRot.pos = arrow->actor.posRot.pos;
this->actor.shape.rot = arrow->actor.shape.rot;
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_LIGHT);
func_8002F974(&this->actor, NA_SE_PL_ARROW_CHARGE_LIGHT - SFX_FLAG);
// If arrow's attached is null, Link has fired the arrow
if (arrow->actor.attachedA == NULL) {

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@ -210,7 +210,7 @@ void func_8086C1A0(BgBdanObjects* this, GlobalContext* globalCtx) {
func_800AA000(0.0f, 0x78, 0x14, 0xA);
this->unk_16A = 0xB;
}
func_8002F974(&this->dyna.actor, 0x208F);
func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_RISING - SFX_FLAG);
}
}
@ -246,7 +246,7 @@ void func_8086C3D8(BgBdanObjects* this, GlobalContext* globalCtx) {
this->dyna.actor.velocity.y)) {
this->dyna.actor.posRot.rot.y = 0;
this->unk_16A = 0x3C;
Audio_PlayActorSound2(&this->dyna.actor, 0x289F);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
this->dyna.actor.attachedB->posRot.pos.y = this->dyna.actor.posRot.pos.y + 140.0f;
this->actionFunc = func_8086C5BC;
func_800800F8(globalCtx, 0xC08, -0x63, this->dyna.actor.attachedB, 0);
@ -257,7 +257,7 @@ void func_8086C3D8(BgBdanObjects* this, GlobalContext* globalCtx) {
player->actor.posRot.rot.y = player->actor.shape.rot.y;
func_800AA000(0.0f, 0xFF, 0x1E, 0x96);
} else {
func_8002F974(&this->dyna.actor, 0x2090);
func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_FALL - SFX_FLAG);
if (this->unk_16A != 0) {
this->unk_16A -= 1;
}
@ -335,7 +335,7 @@ void func_8086C7D0(BgBdanObjects* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_A);
this->actionFunc = BgBdanObjects_DoNothing;
} else {
func_8002F974(&this->dyna.actor, 0x208F);
func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_RISING - SFX_FLAG);
}
}
@ -387,12 +387,12 @@ void func_8086C9F0(BgBdanObjects* this, GlobalContext* globalCtx) {
Flags_UnsetSwitch(globalCtx, this->unk_168);
this->actionFunc = func_8086C9A8;
}
func_8002F948(this, 0x205E);
func_8002F948(this, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
} else {
if (Math_ApproxF(&this->dyna.actor.posRot.pos.y, this->dyna.actor.initPosRot.pos.y + 75.0f, 0.5f)) {
this->actionFunc = func_8086CABC;
}
func_8002F948(this, 0x205E);
func_8002F948(this, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
}
globalCtx->colCtx.stat.colHeader->waterBoxes[7].unk_02 = this->dyna.actor.posRot.pos.y;
}
@ -427,7 +427,7 @@ void func_8086CB8C(BgBdanObjects* this, GlobalContext* globalCtx) {
this->actionFunc = BgBdanObjects_DoNothing;
func_800C078C(globalCtx, 0, -1);
} else {
func_8002F974(&this->dyna.actor, 0x2090);
func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_FALL - SFX_FLAG);
}
}

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@ -161,7 +161,8 @@ void BgDdanKd_LowerStairs(BgDdanKd* this, GlobalContext* globalCtx) {
func_8003555C(globalCtx, &sp5C, &D_808718FC, &D_80871908);
}
func_8005AA1C(&globalCtx->cameras, 0, sp4C * 0.6f, 3);
Audio_PlaySoundGeneral(0x2027, &this->dyna.actor.projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_EV_PILLAR_SINK - SFX_FLAG, &this->dyna.actor.projectedPos, 4, &D_801333E0,
&D_801333E0, &D_801333E8);
}
}

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@ -83,7 +83,7 @@ void func_80878300(BgGateShutter* this, GlobalContext* globalCtx) {
Actor* thisx = &this->dyna.actor;
if (this->unk_178 == 0) {
Audio_PlayActorSound2(thisx, 0x2067);
Audio_PlayActorSound2(thisx, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
thisx->posRot.pos.x -= 2.0f;
Math_SmoothScaleMaxF(&thisx->posRot.pos.z, -1375.0f, 0.8f, 0.3f);
if (thisx->posRot.pos.x < -89.0f) {
@ -105,7 +105,7 @@ void func_808783D4(BgGateShutter* this, GlobalContext* globalCtx) {
Actor* thisx = &this->dyna.actor;
if (this->unk_178 == 0) {
Audio_PlayActorSound2(thisx, 0x2067);
Audio_PlayActorSound2(thisx, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
thisx->posRot.pos.x += 2.0f;
Math_SmoothScaleMaxF(&thisx->posRot.pos.z, -1350.0f, 0.8f, 0.3f);
if (thisx->posRot.pos.x > 90.0f) {

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@ -202,7 +202,7 @@ void func_808801B8(BgHakaTrap* this, GlobalContext* globalCtx) {
if ((D_80880F30 == 0) && (func_8008E988(globalCtx) == 0)) {
if (!Math_ApproxF(&this->dyna.actor.posRot.pos.x, this->dyna.actor.initPosRot.pos.x, 0.5f)) {
func_8002F974(&this->dyna.actor, 0x2058);
func_8002F974(&this->dyna.actor, NA_SE_EV_TRAP_OBJ_SLIDE - SFX_FLAG);
} else if (this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL) {
D_80881018 |= 1;
} else if (this->dyna.actor.params == HAKA_TRAP_SPIKED_WALL_2) {
@ -232,7 +232,7 @@ void func_808802D8(BgHakaTrap* this, GlobalContext* globalCtx) {
this->timer--;
}
func_8002F974(&this->dyna.actor, 0x205B);
func_8002F974(&this->dyna.actor, NA_SE_EV_BURN_OUT - SFX_FLAG);
for (i = 0; i < 2; i++) {
f32 rand = Math_Rand_ZeroOne();
@ -355,7 +355,7 @@ void func_808806BC(BgHakaTrap* this, GlobalContext* globalCtx) {
}
if (this->dyna.actor.velocity.y >= 0.01f) {
func_8002F974(&this->dyna.actor, 0x204D);
func_8002F974(&this->dyna.actor, NA_SE_EV_CHINETRAP_DOWN - SFX_FLAG);
}
if (this->timer == 0) {
@ -425,7 +425,7 @@ void func_80880AE8(BgHakaTrap* this, GlobalContext* globalCtx) {
this->dyna.actor.shape.rot.z += this->dyna.actor.posRot.rot.z;
if (this->dyna.actor.posRot.rot.z >= 0x1801) {
func_8002F974(&this->dyna.actor, 0x2057);
func_8002F974(&this->dyna.actor, NA_SE_EV_WIND_TRAP - SFX_FLAG);
}
func_808809E4(this, globalCtx, this->dyna.actor.posRot.rot.z);
@ -436,7 +436,7 @@ void func_80880C0C(BgHakaTrap* this, GlobalContext* globalCtx) {
this->timer--;
}
func_8002F974(&this->dyna.actor, 0x2057);
func_8002F974(&this->dyna.actor, NA_SE_EV_WIND_TRAP - SFX_FLAG);
if (this->timer == 0) {
this->timer = 1;
@ -512,6 +512,6 @@ void BgHakaTrap_Draw(Actor* thisx, GlobalContext* globalCtx) {
sp2C.y = thisx->posRot.pos.y + 110.0f;
func_800A6EF4(&globalCtx->mf_11D60, &sp2C, &this->unk_16C);
func_80078914(&this->unk_16C, 0x200D);
func_80078914(&this->unk_16C, NA_SE_EV_BRIDGE_CLOSE - SFX_FLAG);
}
}

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@ -186,7 +186,7 @@ void BgHidanFirewall_Update(Actor* thisx, GlobalContext* globalCtx) {
BgHidanFirewall_ColliderFollowPlayer(this, globalCtx);
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider);
func_8002F974(&this->actor, 0x2034);
func_8002F974(&this->actor, NA_SE_EV_FIRE_PLATE - SFX_FLAG);
}
}

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@ -112,7 +112,7 @@ void func_8088706C(BgHidanFslift* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(thisx, NA_SE_EV_BLOCK_BOUND);
func_80886FB4(this);
} else {
func_8002F974(thisx, 0x20b9);
func_8002F974(thisx, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
}
func_80886F24(this);
}
@ -125,7 +125,7 @@ void func_808870D8(BgHidanFslift* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(thisx, NA_SE_EV_BLOCK_BOUND);
func_80886FB4(this);
} else {
func_8002F974(thisx, 0x20b9);
func_8002F974(thisx, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
}
} else {
func_80886FB4(this);

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@ -127,7 +127,7 @@ void func_80889C18(BgHidanKousi* this, GlobalContext* globalCtx) {
BgHidanKousi_SetupAction(this, func_80889C90);
}
Actor_MoveForward(&this->dyna.actor);
func_8002F974(&this->dyna.actor, 0x2036);
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
}
void func_80889C90(BgHidanKousi* this, GlobalContext* globalCtx) {
@ -138,7 +138,7 @@ void func_80889C90(BgHidanKousi* this, GlobalContext* globalCtx) {
BgHidanKousi_SetupAction(this, func_80889D28);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
} else {
func_8002F974(&this->dyna.actor, 0x2036);
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
}
}

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@ -78,7 +78,7 @@ void func_8088F514(BgHidanSyoku* this, GlobalContext* globalCtx) {
if (this->unk_16A == 0) {
func_8088F47C(this);
} else {
func_8002F974(&this->dyna.actor, 0x20b9);
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
}
}
@ -90,7 +90,7 @@ void func_8088F5A0(BgHidanSyoku* this, GlobalContext* globalCtx) {
if (this->unk_16A == 0) {
func_8088F47C(this);
} else {
func_8002F974(&this->dyna.actor, 0x20b9);
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
}
}

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@ -95,7 +95,7 @@ void func_80893438(BgJyaAmishutter* this) {
func_808934B0(this);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_METALDOOR_STOP);
} else {
func_8002F974(&this->actor, 0x2036);
func_8002F974(&this->actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
}
}
@ -118,7 +118,7 @@ void func_8089350C(BgJyaAmishutter* this) {
func_808933BC(this);
Audio_PlayActorSound2(&this->actor, NA_SE_EV_METALDOOR_STOP);
} else {
func_8002F974(&this->actor, 0x2036);
func_8002F974(&this->actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
}
}

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@ -124,7 +124,7 @@ void BgJyaLift_Move(BgJyaLift* this, GlobalContext* globalCtx) {
BgJyaLift_SetFinalPosY(this);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_ELEVATOR_STOP);
} else {
func_8002F974(&this->dyna.actor, 0x200C);
func_8002F974(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN - SFX_FLAG);
}
}

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@ -55,7 +55,7 @@ void BgMenkuriKaiten_Update(Actor* thisx, GlobalContext* globalCtx) {
BgMenkuriKaiten* this = THIS;
if (!Flags_GetSwitch(globalCtx, this->actor.params) && func_80043590(&this->actor)) {
func_8002F974(&this->actor, 0x2024);
func_8002F974(&this->actor, NA_SE_EV_ELEVATOR_MOVE - SFX_FLAG);
this->actor.shape.rot.y += 0x80;
}
}

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@ -64,7 +64,7 @@ void func_8089F788(BgMizuUzu* this, GlobalContext* globalCtx) {
} else {
func_8003EC50(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
}
Audio_PlayActorSound2(thisx, 0x20CD);
Audio_PlayActorSound2(thisx, NA_SE_EV_WATER_CONVECTION - SFX_FLAG);
thisx->shape.rot.y += 0x1C0;
}

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@ -58,7 +58,7 @@ void BgSpot01Idohashira_PlayBreakSfx1(BgSpot01Idohashira* this) {
}
void BgSpot01Idohashira_PlayBreakSfx2(BgSpot01Idohashira* this, GlobalContext* globalCtx) {
Audio_PlaySoundAtPosition(globalCtx, &this->dyna.actor.posRot.pos, 0x3C, NA_SE_EV_WOODBOX_BREAK);
Audio_PlaySoundAtPosition(globalCtx, &this->dyna.actor.posRot.pos, 60, NA_SE_EV_WOODBOX_BREAK);
}
void func_808AAD3C(GlobalContext* globalCtx, Vec3f* vec, u32 arg2) {

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@ -123,7 +123,7 @@ void func_808B318C(BgSpot12Gate* this, GlobalContext* globalCtx) {
Quake_SetCountdown(var, 0xC);
Audio_PlayActorSound2(thisx, NA_SE_EV_BRIDGE_OPEN_STOP);
} else {
func_8002F974(thisx, 0x2067);
func_8002F974(thisx, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
}
}

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@ -111,9 +111,9 @@ void func_808B3604(BgSpot12Saku* this, GlobalContext* globalCtx) {
this->dyna.actor.initPosRot.pos.z - (Math_Coss(this->dyna.actor.shape.rot.y + 0x4000) * temp_f18);
if (fabsf(temp_ret) < 0.0001f) {
func_808B3714(this);
Audio_PlayActorSound2(&this->dyna.actor, 0x280E);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BRIDGE_OPEN_STOP);
} else {
func_8002F974(&this->dyna.actor, 0x2067);
func_8002F974(&this->dyna.actor, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
}
}

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@ -70,10 +70,10 @@ void func_808B4930(BgSpot15Saku* this, GlobalContext* globalCtx) {
void func_808B4978(BgSpot15Saku* this, GlobalContext* globalCtx) {
Actor* thisx = &this->dyna.actor;
if (!this->unk_17C) {
Audio_PlayActorSound2(thisx, 0x2067);
Audio_PlayActorSound2(thisx, NA_SE_EV_METALGATE_OPEN - SFX_FLAG);
thisx->posRot.pos.z -= 2.0f;
if (thisx->posRot.pos.z < 2660.0f) {
Audio_PlayActorSound2(thisx, 0x280E);
Audio_PlayActorSound2(thisx, NA_SE_EV_BRIDGE_OPEN_STOP);
this->unk_17C = 0x1E;
this->actionFunc = func_808B4A04;
}

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@ -263,10 +263,10 @@ void func_808B8F08(BgSpot18Obj* this, GlobalContext* globalCtx) {
this->dyna.unk_150 = 0.0f;
player->stateFlags2 &= ~0x10;
Flags_SetSwitch(globalCtx, (this->dyna.actor.params >> 8) & 0x3F);
func_80078884(0x4802);
Audio_PlayActorSound2(&this->dyna.actor, 0x2835);
func_80078884(NA_SE_SY_CORRECT_CHIME);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
} else {
func_8002F974(&this->dyna.actor, 0x200A);
func_8002F974(&this->dyna.actor, NA_SE_EV_ROCK_SLIDE - SFX_FLAG);
}
}

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@ -100,7 +100,7 @@ void func_808BAF40(BgTokiSwd* this, GlobalContext* globalCtx) {
globalCtx->csCtx.segment = D_808BB7A0;
}
Audio_SetBGM(NA_BGM_STOP);
Audio_SetBGM(NA_SE_PL_BOUND_DIRT);
Audio_SetBGM(0x53);
gSaveContext.cutsceneTrigger = 1;
this->actor.attachedA = NULL;
BgTokiSwd_SetupAction(this, func_808BB0AC);

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@ -83,7 +83,7 @@ void func_8097C8A8(DemoGo* this, GlobalContext* globalCtx) {
if ((thisx->params == 0) || (thisx->params == 1)) {
func_800A6E10(&globalCtx->mf_11D60, &thisx->posRot.pos, &sp20, &sp1C);
Audio_PlaySoundAtPosition(globalCtx, &sp20, 20, 0x28A0);
Audio_PlaySoundAtPosition(globalCtx, &sp20, 20, NA_SE_EV_OBJECT_FALL);
}
}

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@ -139,7 +139,7 @@ void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
// Set xyz speed, move forward, and play the boomerang sound
func_8002D9A4(&this->actor, 12.0f);
Actor_MoveForward(&this->actor);
func_8002F974(this, 0x1010);
func_8002F974(this, NA_SE_IT_BOOMERANG_FLY - SFX_FLAG);
// If the boomerang collides with EnItem00 or a Skulltula token, set grabbed pointer to pick it up
collided = (this->collider.base.atFlags & 0x2);

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@ -925,7 +925,7 @@ void EnFloormas_Merge(EnFloormas* this, GlobalContext* globalCtx) {
}
}
}
func_8002F974(&this->actor, 0x3133);
func_8002F974(&this->actor, NA_SE_EN_FLOORMASTER_RESTORE - SFX_FLAG);
}
void EnFloormas_SmWait(EnFloormas* this, GlobalContext* globalCtx) {

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@ -725,7 +725,7 @@ void func_80A5475C(EnHeishi2* this, GlobalContext* globalCtx) {
if (this->unk_300 == 4) {
this->unk_309 = 1;
func_80078884(0x4807);
func_80078884(NA_SE_SY_TRE_BOX_APPEAR);
this->actionFunc = func_80A540C0;
}
return;

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@ -77,7 +77,8 @@ void EnPubox_Update(Actor* thisx, GlobalContext* globalCtx) {
thisx->speedXZ = (thisx->speedXZ < -2.5f) ? -2.5f : ((thisx->speedXZ > 2.5f) ? 2.5f : thisx->speedXZ);
Math_SmoothScaleMaxMinF(&thisx->speedXZ, 0.0f, 1.0f, 1.0f, 0.0f);
if (thisx->speedXZ != 0.0f) {
Audio_PlaySoundGeneral(0x200A, &thisx->projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_EV_ROCK_SLIDE - SFX_FLAG, &thisx->projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
}
this->dyna.unk_154 = 0.0f;
this->dyna.unk_150 = 0.0f;

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@ -1227,7 +1227,8 @@ void func_80AED4FC(EnRu1* this) {
func_80AED520(EnRu1* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Audio_PlaySoundGeneral(0x883, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(NA_SE_PL_PULL_UP_RUTO, &player->actor.projectedPos, 4, &D_801333E0, &D_801333E0,
&D_801333E8);
func_80078914(&this->actor.projectedPos, NA_SE_VO_RT_LIFT);
}

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@ -210,7 +210,7 @@ void EnTuboTrap_HandleImpact(EnTuboTrap* this, GlobalContext* globalCtx) {
if (this->collider.base.at == &player->actor) {
EnTuboTrap_SpawnFragments(this, globalCtx);
Audio_PlaySoundAtPosition(globalCtx, &this->actor.posRot.pos, 40, NA_SE_EV_POT_BROKEN);
Audio_PlaySoundAtPosition(globalCtx, &player->actor.posRot.pos, 40, 0x83E);
Audio_PlaySoundAtPosition(globalCtx, &player->actor.posRot.pos, 40, NA_SE_PL_BODY_HIT);
EnTuboTrap_DropCollectible(this, globalCtx);
Actor_Kill(&this->actor);
return;
@ -271,7 +271,7 @@ void EnTuboTrap_Fly(EnTuboTrap* this, GlobalContext* globalCtx) {
f32 dy = this->originPos.y - this->actor.posRot.pos.y;
f32 dz = this->originPos.z - this->actor.posRot.pos.z;
Audio_PlayActorSound2(&this->actor, 0x3037);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_TUBOOCK_FLY - SFX_FLAG);
if (240.0f < sqrtf(SQ(dx) + SQ(dy) + SQ(dz))) {
Math_SmoothScaleMaxF(&this->actor.gravity, -3.0f, 0.2f, 0.5f);

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@ -420,7 +420,7 @@ void func_80B4BBC4(EnZl1* this, GlobalContext* globalCtx) {
SkelAnime_ChangeAnim(&this->skelAnime, &D_06000438, 1.0f, 0.0f, frameCount, 0, 0.0f);
func_8002DF54(globalCtx, &this->actor, 1);
func_8002F7DC(&player->actor, 0x6836);
func_8002F7DC(&player->actor, NA_SE_VO_LI_SURPRISE_KID);
this->actor.textId = 0x7039;
func_8010B680(globalCtx, this->actor.textId, 0);
this->unk_1E2 = 0;

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@ -647,18 +647,18 @@ void func_80B4FD90(EnZl2* this, GlobalContext* globalCtx) {
void func_80B4FDD4(EnZl2* this) {
if (func_800A56C8(&this->skelAnime, 14.0f)) {
func_80078914(&this->actor.projectedPos, 0x802);
func_80078914(&this->actor.projectedPos, NA_SE_PL_WALK_CONCRETE);
}
}
void func_80B4FE10(GlobalContext* globalCtx) {
if ((globalCtx->csCtx.frames >= 830) && (globalCtx->csCtx.frames < 1081)) {
func_800788CC(0x2098);
func_800788CC(NA_SE_EV_EARTHQUAKE - SFX_FLAG);
}
}
void func_80B4FE48(EnZl2* this) {
func_80078914(&this->actor.projectedPos, 0x2086);
func_80078914(&this->actor.projectedPos, NA_SE_EV_GOTO_HEAVEN - SFX_FLAG);
}
void func_80B4FE6C(EnZl2* this) {
@ -1493,7 +1493,7 @@ void func_80B51D24(EnZl2* this, GlobalContext* globalCtx) {
if ((func_800A56C8(skelAnime, 6.0f)) || (func_800A56C8(skelAnime, 0.0f))) {
if (this->actor.bgCheckFlags & 1) {
sfxId = 0x800;
sfxId = SFX_FLAG;
sfxId += func_80041F34(&globalCtx->colCtx, this->actor.floorPoly, this->actor.floorPolySource);
func_80078914(&this->actor.projectedPos, sfxId);
}

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@ -147,7 +147,7 @@ void MagicWind_Init(Actor* thisx, GlobalContext* globalCtx) {
// "Indicates start" = %s
// Means start
LOG_STRING("表示開始", "../z_magic_wind.c", 486);
func_8002F7DC(player, 0x087B);
func_8002F7DC(player, NA_SE_PL_MAGIC_WIND_WARP);
break;
}
}
@ -177,7 +177,7 @@ void MagicWind_WaitForTimer(MagicWind* this, GlobalContext* globalCtx) {
// Means start
LOG_STRING("表示開始", "../z_magic_wind.c", 539);
func_8002F7DC(&player->actor, 0x87A);
func_8002F7DC(&player->actor, NA_SE_PL_MAGIC_WIND_NORMAL);
MagicWind_UpdateAlpha(1.0f);
MagicWind_SetupAction(this, MagicWind_Grow);
SkelCurve_Update(globalCtx, &this->skelCurve);

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@ -111,7 +111,7 @@ void func_80B92D44(ObjElevator* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(thisx, NA_SE_EV_FOOT_SWITCH);
func_80B92C5C(this);
} else {
Audio_PlayActorSound2(thisx, 0x201E);
Audio_PlayActorSound2(thisx, NA_SE_EV_STONE_STATUE_OPEN - SFX_FLAG);
}
}