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audio cue for void out polygons
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3 changed files with 9 additions and 0 deletions
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@ -1001,6 +1001,10 @@ void ActorAccessibility_InitActors() {
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policy.volume = 1.5;
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policy.distance = 2000;
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ActorAccessibility_AddSupportedActor(VA_CRAWLSPACE, policy);
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ActorAccessibility_InitPolicy(&policy, "Void", NA_SE_OC_ABYSS);
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policy.distance = 500;
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policy.ydist = 500;
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ActorAccessibility_AddSupportedActor(VA_VOID, policy);
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ActorAccessibility_InitPolicy(&policy, "Ladder/climable", [](AccessibleActor* actor) {
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Player* player = GET_PLAYER(actor->play);
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f32 waterLoc = player->actor.yDistToWater + player->actor.world.pos.y;
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@ -680,6 +680,10 @@ void ActorAccessibility_InterpretCurrentScene(PlayState* play) {
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func_80041DB8(&play->colCtx, poly, BGCHECK_SCENE) == 3)) {
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ActorAccessibility_PolyToVirtualActor(play, poly, VA_CLIMB, list);
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}
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s32 bgId;
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if (func_80041EA4(&play->colCtx, poly, BGCHECK_SCENE) == 12) {
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ActorAccessibility_PolyToVirtualActor(play, poly, VA_VOID, list);
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}
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if (SurfaceType_GetSceneExitIndex(&play->colCtx, poly, BGCHECK_SCENE) != 0) {
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ActorAccessibility_PolyToVirtualActor(play, poly, VA_AREA_CHANGE, list);
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}
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@ -147,6 +147,7 @@ typedef enum {
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VA_CRAWLSPACE,
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VA_TERRAIN_CUE,
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VA_WALL_CUE,
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VA_VOID,
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VA_CLIMB,
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VA_DOOR,
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VA_AREA_CHANGE,
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