fix snoring sfx not stopping on wake up
also stops the snoring sound when mario is deleted
This commit is contained in:
@@ -331,14 +331,14 @@ s32 act_sleeping(struct MarioState *m) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
s32 act_waking_up(struct MarioState *m) {
|
s32 act_waking_up(struct MarioState *m) {
|
||||||
// if (!m->actionTimer) {
|
if (!m->actionTimer) {
|
||||||
// func_803205E8(SOUND_MARIO_SNORING1, m->marioObj->header.gfx.cameraToObject);
|
stop_sound(SOUND_MARIO_SNORING1, m->marioObj->header.gfx.cameraToObject);
|
||||||
// func_803205E8(SOUND_MARIO_SNORING2, m->marioObj->header.gfx.cameraToObject);
|
stop_sound(SOUND_MARIO_SNORING2, m->marioObj->header.gfx.cameraToObject);
|
||||||
//#ifndef VERSION_JP
|
#ifndef VERSION_JP
|
||||||
// func_803205E8(SOUND_MARIO_SNORING3, m->marioObj->header.gfx.cameraToObject);
|
stop_sound(SOUND_MARIO_SNORING3, m->marioObj->header.gfx.cameraToObject);
|
||||||
//#endif
|
#endif
|
||||||
// raise_background_noise(2);
|
raise_background_noise(2);
|
||||||
// }
|
}
|
||||||
|
|
||||||
if (m->input & INPUT_UNKNOWN_10) {
|
if (m->input & INPUT_UNKNOWN_10) {
|
||||||
return set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0);
|
return set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0);
|
||||||
|
|||||||
@@ -265,6 +265,8 @@ SM64_LIB_FN void sm64_mario_delete( int32_t marioId )
|
|||||||
struct GlobalState *globalState = ((struct MarioInstance *)s_mario_instance_pool.objects[ marioId ])->globalState;
|
struct GlobalState *globalState = ((struct MarioInstance *)s_mario_instance_pool.objects[ marioId ])->globalState;
|
||||||
global_state_bind( globalState );
|
global_state_bind( globalState );
|
||||||
|
|
||||||
|
stop_sound(SOUND_MARIO_SNORING3, gMarioState->marioObj->header.gfx.cameraToObject);
|
||||||
|
|
||||||
free( gMarioObject );
|
free( gMarioObject );
|
||||||
free_area( gCurrentArea );
|
free_area( gCurrentArea );
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user