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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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@@ -794,7 +794,7 @@ void EffectSsEnIce_SpawnFlyingVec3f(GlobalContext* globalCtx, Actor* actor, Vec3
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initParams.scale = scale;
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if (actor != NULL) {
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Audio_PlayActorSound2(actor, 0x874);
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Audio_PlayActorSound2(actor, NA_SE_PL_FREEZE_S);
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}
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EffectSs_Spawn(globalCtx, EFFECT_SS_EN_ICE, 80, &initParams);
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@@ -895,7 +895,7 @@ void EffectSsEnFire_SpawnVec3f(GlobalContext* globalCtx, Actor* actor, Vec3f* po
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initParams.bodyPart = bodyPart;
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if (actor != NULL) {
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Audio_PlayActorSound2(actor, 0x2822);
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Audio_PlayActorSound2(actor, NA_SE_EV_FLAME_IGNITION);
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}
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EffectSs_Spawn(globalCtx, EFFECT_SS_EN_FIRE, 128, &initParams);
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@@ -915,7 +915,7 @@ void EffectSsEnFire_SpawnVec3s(GlobalContext* globalCtx, Actor* actor, Vec3s* po
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initParams.bodyPart = bodyPart;
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if (actor != NULL) {
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Audio_PlayActorSound2(actor, 0x2822);
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Audio_PlayActorSound2(actor, NA_SE_EV_FLAME_IGNITION);
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}
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EffectSs_Spawn(globalCtx, EFFECT_SS_EN_FIRE, 128, &initParams);
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