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less loud dungeon loading zone cue
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parent
04a216676a
commit
23cd3e5701
1 changed files with 7 additions and 9 deletions
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@ -43,20 +43,18 @@ extern u8 sBgPoEventPuzzleState;
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}
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void accessible_torches(AccessibleActor* actor) {
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ObjSyokudai* torche = (ObjSyokudai*)actor->actor;
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ObjSyokudai* torch = (ObjSyokudai*)actor->actor;
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// temporary torches
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if ((actor->actor->params) == 4230 || (actor->actor->params) == 4220 || (actor->actor->params) == 4227 ||
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(actor->actor->params) == 4380 || actor->actor->params == 4321) {
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if (torche->litTimer != 0) {
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if (torch->litTimer != 0) {
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actor->policy.volume = 0.1;
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if ((actor->frameCount & 31) != 0) {
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return;
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}
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_BOMB_IGNIT);
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} else {
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if (actor->policy.volume != 1.0) {
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actor->policy.volume = 1.0;
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}
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} else if (actor->policy.volume != 1.0) {
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actor->policy.volume = 1.0;
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}
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if ((actor->frameCount & 31) != 0) {
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return;
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@ -69,15 +67,15 @@ void accessible_torches(AccessibleActor* actor) {
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// unlit permanent torches
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if ((actor->actor->params) == 8192) {
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if (torche->litTimer == 0) {
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if (torch->litTimer == 0) {
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_IT_BOMB_IGNIT);
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} else {
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_ANUBIS_FIRE);
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}
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}
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// lit permanent torches
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if ((actor->actor->params) == 9216 || (actor->actor->params) == 962) {
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actor->policy.volume = 0.5;
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actor->policy.distance = 200.0;
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_ANUBIS_FIRE);
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@ -205,7 +203,7 @@ void accessible_area_change(AccessibleActor* actor) {
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} else if (actor->sceneIndex == SCENE_HYRULE_FIELD) {
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_HORSE_RUN_LEVEL);
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} else if (actor->sceneIndex <= SCENE_GERUDO_TRAINING_GROUND) {
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_FANTOM_WARP_S);
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EN_STALTU_LAUGH);
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} else if (actor->sceneIndex >= SCENE_MARKET_ENTRANCE_DAY && actor->sceneIndex <= SCENE_MARKET_ENTRANCE_RUINS) {
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if (actor->play->sceneNum >= SCENE_MARKET_DAY && actor->play->sceneNum <= SCENE_MARKET_RUINS) {
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ActorAccessibility_PlaySoundForActor(actor, 0, NA_SE_EV_HORSE_RUN_LEVEL);
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