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Name some SurfaceType_ functions (#1155)
* enums * renaming functions * fixes * SurfaceType_IsSoft * type fixing * format * Update src/code/z_bgcheck.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Update src/code/z_bgcheck.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Update src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * review Co-authored-by: engineer124 <engineer124engineer124@gmail.com> * SurfaceType_GetFloorEffect Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com> * format * bss * cleanups * extra material docs * cleanup * cleanups * Remove Bg prefix * minor fixes * Remove BG_ * SURFACE_MATERIAL_DIRT_SHALLOW * format * bss * bss * review Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * format * format again * bug * format * namefixer * bss * bss * bss * review --------- Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: engineer124 <engineer124engineer124@gmail.com> Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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@@ -250,19 +250,20 @@ void EnHy_UpdateCollider(EnHy* enHy, PlayState* play) {
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s32 EnHy_PlayWalkingSound(EnHy* enHy, PlayState* play, f32 distAboveThreshold) {
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u8 wasLeftFootOnGround = enHy->isLeftFootOnGround;
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u8 wasRightFootOnGround = enHy->isRightFootOnGround;
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s32 waterSfxId;
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SurfaceSfxOffset surfaceSfxOffset;
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u16 sfxId;
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u8 isFootOnGround;
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if (enHy->actor.bgCheckFlags & BGCHECKFLAG_WATER) {
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if (enHy->actor.depthInWater < 20.0f) {
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waterSfxId = NA_SE_PL_WALK_WATER0 - SFX_FLAG;
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surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_SHALLOW;
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} else {
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waterSfxId = NA_SE_PL_WALK_WATER1 - SFX_FLAG;
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surfaceSfxOffset = SURFACE_SFX_OFFSET_WATER_DEEP;
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}
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sfxId = waterSfxId + SFX_FLAG;
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sfxId = NA_SE_PL_WALK_GROUND + surfaceSfxOffset;
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} else {
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sfxId = SurfaceType_GetSfx(&play->colCtx, enHy->actor.floorPoly, enHy->actor.floorBgId) + SFX_FLAG;
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sfxId = NA_SE_PL_WALK_GROUND +
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SurfaceType_GetSfxOffset(&play->colCtx, enHy->actor.floorPoly, enHy->actor.floorBgId);
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}
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enHy->isLeftFootOnGround = isFootOnGround = SubS_IsFloorAbove(play, &enHy->leftFootPos, distAboveThreshold);
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