PR feedback: sdatSeq->sdatID

This commit is contained in:
RavePossum 2024-06-15 13:52:17 -04:00
parent 47228d7008
commit e88d83b79d
4 changed files with 11 additions and 11 deletions

View File

@ -240,10 +240,10 @@
.long \frames
.endm
.macro PlaySound battler, sdat_id
.macro PlaySound battler, sdatID
.long 31
.long \battler
.long \sdat_id
.long \sdatID
.endm
.macro CompareVarToValue op, var, val, jump

View File

@ -403,9 +403,9 @@
.byte \arg0
.endm
.macro PlayFanfare sdatSeq
.macro PlayFanfare sdatID
.short 73
.short \sdatSeq
.short \sdatID
.endm
.macro ScrCmd_04A arg0

View File

@ -2096,7 +2096,7 @@ static BOOL BtlCmd_WaitButtonABTime(BattleSystem *battleSys, BattleContext *batt
* from which of the DS's stereo speakers to pan the sound. Enemies will have
* their sounds pan from the right, while allies will have their sounds pan from
* the left.
* 2. The SDAT sequence to play.
* 2. The SDAT ID to play.
*
* @param battleSys
* @param battleCtx
@ -2106,9 +2106,9 @@ static BOOL BtlCmd_PlaySound(BattleSystem *battleSys, BattleContext *battleCtx)
{
BattleScript_Iter(battleCtx, 1);
int battler = BattleScript_Read(battleCtx);
int sdatSeq = BattleScript_Read(battleCtx);
int sdatID = BattleScript_Read(battleCtx);
BattleIO_PlaySound(battleSys, battleCtx, sdatSeq, BattleScript_Battler(battleSys, battleCtx, battler));
BattleIO_PlaySound(battleSys, battleCtx, sdatID, BattleScript_Battler(battleSys, battleCtx, battler));
return FALSE;
}

View File

@ -307,12 +307,12 @@ BOOL sub_02005728 (u16 param0, int param1)
return v0;
}
BOOL Sound_PlayEffect (u16 sdatSeq)
BOOL Sound_PlayEffect (u16 sdatID)
{
int v0 = sub_020040F0(sub_02004B18(sdatSeq));
int v1 = NNS_SndArcPlayerStartSeq(sub_020040CC(v0), sdatSeq);
int v0 = sub_020040F0(sub_02004B18(sdatID));
int v1 = NNS_SndArcPlayerStartSeq(sub_020040CC(v0), sdatID);
sub_02004AA0(sdatSeq, v0);
sub_02004AA0(sdatID, v0);
return v1;
}