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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
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@@ -1486,9 +1486,9 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
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if (flags == TOUCH_SFX_NORMAL && collider->colType != COLTYPE_METAL) {
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EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos);
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if (collider->actor == NULL) {
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play_sound(0x1806);
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play_sound(NA_SE_IT_SHIELD_BOUND);
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} else {
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func_8019F1C0(&collider->actor->projectedPos, 0x1806);
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func_8019F1C0(&collider->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
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}
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} else if (flags == TOUCH_SFX_NORMAL) {
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EffectSsHitMark_SpawnFixedScale(globalCtx, 3, hitPos);
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@@ -1500,16 +1500,16 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
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} else if (flags == TOUCH_SFX_HARD) {
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EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos);
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if (collider->actor == NULL) {
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play_sound(0x1806);
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play_sound(NA_SE_IT_SHIELD_BOUND);
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} else {
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func_8019F1C0(&collider->actor->projectedPos, 0x1806);
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func_8019F1C0(&collider->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
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}
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} else if (flags == TOUCH_SFX_WOOD) {
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EffectSsHitMark_SpawnFixedScale(globalCtx, 1, hitPos);
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if (collider->actor == NULL) {
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play_sound(0x1837);
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play_sound(NA_SE_IT_REFLECTION_WOOD);
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} else {
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func_8019F1C0(&collider->actor->projectedPos, 0x1837);
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func_8019F1C0(&collider->actor->projectedPos, NA_SE_IT_REFLECTION_WOOD);
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}
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}
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}
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@@ -1520,9 +1520,9 @@ void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Colli
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s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo) {
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if (at->actor != NULL && at->actor->category == ACTORCAT_PLAYER) {
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if (acInfo->elemType == ELEMTYPE_UNK0) {
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func_8019F1C0(&at->actor->projectedPos, 0x1811);
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func_8019F1C0(&at->actor->projectedPos, NA_SE_IT_SWORD_STRIKE);
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} else if (acInfo->elemType == ELEMTYPE_UNK1) {
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func_8019F1C0(&at->actor->projectedPos, 0x1824);
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func_8019F1C0(&at->actor->projectedPos, NA_SE_IT_SWORD_STRIKE_HARD);
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} else if (acInfo->elemType == ELEMTYPE_UNK2) {
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func_8019F1C0(&at->actor->projectedPos, 0);
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} else if (acInfo->elemType == ELEMTYPE_UNK3) {
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@@ -1566,7 +1566,7 @@ void CollisionCheck_HitEffects(GlobalContext* globalCtx, Collider* at, ColliderI
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} else if (sHitInfo[ac->colType].effect == HIT_WOOD) {
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if (at->actor == NULL) {
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CollisionCheck_SpawnShieldParticles(globalCtx, hitPos);
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play_sound(0x1837);
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play_sound(NA_SE_IT_REFLECTION_WOOD);
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} else {
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CollisionCheck_SpawnShieldParticlesWood(globalCtx, hitPos, &at->actor->projectedPos);
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}
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@@ -1579,9 +1579,9 @@ void CollisionCheck_HitEffects(GlobalContext* globalCtx, Collider* at, ColliderI
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} else {
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EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos);
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if (ac->actor == NULL) {
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play_sound(0x1806);
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play_sound(NA_SE_IT_SHIELD_BOUND);
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} else {
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func_8019F1C0(&ac->actor->projectedPos, 0x1806);
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func_8019F1C0(&ac->actor->projectedPos, NA_SE_IT_SHIELD_BOUND);
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}
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}
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}
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@@ -3860,7 +3860,7 @@ void CollisionCheck_SpawnShieldParticles(GlobalContext* globalCtx, Vec3f* v) {
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*/
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void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v) {
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CollisionCheck_SpawnShieldParticles(globalCtx, v);
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play_sound(0x1808);
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play_sound(NA_SE_IT_SHIELD_REFLECT_SW);
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}
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/**
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@@ -3868,7 +3868,7 @@ void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v
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*/
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void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* globalCtx, Vec3f* v, Vec3f* pos) {
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CollisionCheck_SpawnShieldParticles(globalCtx, v);
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func_8019F1C0(pos, 0x1808);
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func_8019F1C0(pos, NA_SE_IT_SHIELD_REFLECT_SW);
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}
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/**
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@@ -3908,7 +3908,7 @@ void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* v,
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shieldParticleInitWood.lightPoint.z = shieldParticleInitWood.position.z;
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Effect_Add(globalCtx, &effectIndex, 3, 0, 1, &shieldParticleInitWood);
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func_8019F1C0(pos, 0x1837);
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func_8019F1C0(pos, NA_SE_IT_REFLECTION_WOOD);
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}
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/**
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