Fix Yoshi sounds

This commit is contained in:
MysterD 2022-02-16 22:51:59 -08:00
parent dab7cf4c2b
commit c6278694d1

View file

@ -99,11 +99,11 @@ void yoshi_talk_loop(void) {
if ((s16) o->oMoveAngleYaw == angleToPlayer) { if ((s16) o->oMoveAngleYaw == angleToPlayer) {
if (sYoshiTalkingState == 0) { if (sYoshiTalkingState == 0) {
play_puzzle_jingle();
sYoshiTalkingState = 1; sYoshiTalkingState = 1;
} }
} else { } else {
cur_obj_init_animation(1); cur_obj_init_animation(1);
play_puzzle_jingle();
o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, angleToPlayer, 0x500); o->oMoveAngleYaw = approach_s16_symmetric(o->oMoveAngleYaw, angleToPlayer, 0x500);
} }
} }
@ -225,8 +225,8 @@ void bhv_yoshi_loop(void) {
if (sYoshiTalkingState > 2) { if (sYoshiTalkingState > 2) {
if (gHudDisplay.lives >= 100) { if (gHudDisplay.lives >= 100) {
play_sound(SOUND_GENERAL_COLLECT_1UP, gDefaultSoundArgs);
gSpecialTripleJump = 1; gSpecialTripleJump = 1;
sYoshiTalkingState = 3;
} else if ((gGlobalTimer & 0x03) == 0) { } else if ((gGlobalTimer & 0x03) == 0) {
play_sound(SOUND_MENU_YOSHI_GAIN_LIVES, gDefaultSoundArgs); play_sound(SOUND_MENU_YOSHI_GAIN_LIVES, gDefaultSoundArgs);
gMarioStates[0].numLives++; gMarioStates[0].numLives++;