Shipwright/soh/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c

514 lines
20 KiB
C

/*
* File: z_bg_spot06_objects.c
* Overlay: ovl_Bg_Spot06_Objects
* Description: Lake Hylia Objects
*/
#include "z_bg_spot06_objects.h"
#include "objects/object_spot06_objects/object_spot06_objects.h"
#define FLAGS ACTOR_FLAG_9
typedef enum {
/* 0x0 */ LHO_WATER_TEMPLE_ENTRACE_GATE,
/* 0x1 */ LHO_WATER_TEMPLE_ENTRANCE_LOCK,
/* 0x2 */ LHO_WATER_PLANE,
/* 0x3 */ LHO_ICE_BLOCK
} LakeHyliaObjectsType;
typedef enum {
/* 0x0 */ LHWB_GERUDO_VALLEY_RIVER_UPPER, // entrance from Gerudo Valley
/* 0x1 */ LHWB_GERUDO_VALLEY_RIVER_LOWER, // river flowing from Gerudo Valley
/* 0x2 */ LHWB_MAIN_1, // main water box
/* 0x3 */ LHWB_MAIN_2 // extension of main water box
} LakeHyliaWaterBoxIndices;
// Lake Hylia water plane levels
#define WATER_LEVEL_RAISED (-1313)
#define WATER_LEVEL_RIVER_RAISED (WATER_LEVEL_RAISED + 200)
#define WATER_LEVEL_LOWERED (WATER_LEVEL_RAISED - 680)
#define WATER_LEVEL_RIVER_LOWERED (WATER_LEVEL_RIVER_RAISED - 80)
void BgSpot06Objects_Init(Actor* thisx, GlobalContext* globalCtx);
void BgSpot06Objects_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgSpot06Objects_Update(Actor* thisx, GlobalContext* globalCtx);
void BgSpot06Objects_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgSpot06Objects_GateWaitForSwitch(BgSpot06Objects* this, GlobalContext* globalCtx);
void BgSpot06Objects_GateWaitToOpen(BgSpot06Objects* this, GlobalContext* globalCtx);
void BgSpot06Objects_GateOpen(BgSpot06Objects* this, GlobalContext* globalCtx);
void BgSpot06Objects_DoNothing(BgSpot06Objects* this, GlobalContext* globalCtx);
void BgSpot06Objects_LockWait(BgSpot06Objects* this, GlobalContext* globalCtx);
void BgSpot06Objects_LockPullOutward(BgSpot06Objects* this, GlobalContext* globalCtx);
void BgSpot06Objects_LockSwimToSurface(BgSpot06Objects* this, GlobalContext* globalCtx);
void BgSpot06Objects_LockFloat(BgSpot06Objects* this, GlobalContext* globalCtx);
void BgSpot06Objects_WaterPlaneCutsceneWait(BgSpot06Objects* this, GlobalContext* globalCtx);
void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, GlobalContext* globalCtx);
const ActorInit Bg_Spot06_Objects_InitVars = {
ACTOR_BG_SPOT06_OBJECTS,
ACTORCAT_PROP,
FLAGS,
OBJECT_SPOT06_OBJECTS,
sizeof(BgSpot06Objects),
(ActorFunc)BgSpot06Objects_Init,
(ActorFunc)BgSpot06Objects_Destroy,
(ActorFunc)BgSpot06Objects_Update,
(ActorFunc)BgSpot06Objects_Draw,
NULL,
};
static ColliderJntSphElementInit sJntSphItemsInit[1] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000080, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON | BUMP_HOOKABLE,
OCELEM_ON,
},
{ 1, { { 0, 0, -160 }, 18 }, 100 },
},
};
static ColliderJntSphInit sJntSphInit = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_ON | OC1_TYPE_ALL,
OC2_TYPE_2,
COLSHAPE_JNTSPH,
},
1,
sJntSphItemsInit,
};
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
static InitChainEntry sInitChainWaterPlane[] = {
ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP),
};
void BgSpot06Objects_Init(Actor* thisx, GlobalContext* globalCtx) {
BgSpot06Objects* this = (BgSpot06Objects*)thisx;
s32 pad;
CollisionHeader* colHeader = NULL;
this->switchFlag = thisx->params & 0xFF;
thisx->params = (thisx->params >> 8) & 0xFF;
osSyncPrintf("spot06 obj nthisx->arg_data=[%d]", thisx->params);
switch (thisx->params) {
case LHO_WATER_TEMPLE_ENTRACE_GATE:
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(&gLakeHyliaWaterTempleGateCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader);
if (LINK_IS_ADULT && Flags_GetSwitch(globalCtx, this->switchFlag)) {
thisx->world.pos.y = thisx->home.pos.y + 120.0f;
this->actionFunc = BgSpot06Objects_DoNothing;
} else {
this->actionFunc = BgSpot06Objects_GateWaitForSwitch;
}
break;
case LHO_WATER_TEMPLE_ENTRANCE_LOCK:
Actor_ProcessInitChain(thisx, sInitChain);
Collider_InitJntSph(globalCtx, &this->collider);
Collider_SetJntSph(globalCtx, &this->collider, thisx, &sJntSphInit, this->colliderItem);
if (LINK_IS_ADULT && Flags_GetSwitch(globalCtx, this->switchFlag)) {
if (!(gSaveContext.eventChkInf[6] & 0x200)) {
thisx->home.pos.y = thisx->world.pos.y = WATER_LEVEL_LOWERED;
} else {
thisx->home.pos.y = thisx->world.pos.y = WATER_LEVEL_RAISED;
}
this->actionFunc = BgSpot06Objects_LockFloat;
thisx->world.pos.z -= 100.0f;
thisx->home.pos.z = thisx->world.pos.z + 16.0f;
this->collider.elements[0].dim.worldSphere.radius =
this->collider.elements[0].dim.modelSphere.radius * 2;
this->collider.elements[0].dim.worldSphere.center.z = thisx->world.pos.z + 16.0f;
} else {
this->actionFunc = BgSpot06Objects_LockWait;
this->collider.elements[0].dim.worldSphere.radius = this->collider.elements[0].dim.modelSphere.radius;
this->collider.elements[0].dim.worldSphere.center.z = thisx->world.pos.z;
}
this->collider.elements[0].dim.worldSphere.center.x = thisx->world.pos.x;
this->collider.elements[0].dim.worldSphere.center.y = thisx->world.pos.y;
thisx->colChkInfo.mass = MASS_IMMOVABLE;
break;
case LHO_WATER_PLANE:
Actor_ProcessInitChain(thisx, sInitChainWaterPlane);
thisx->flags = ACTOR_FLAG_4 | ACTOR_FLAG_5;
if (LINK_IS_ADULT && !(gSaveContext.eventChkInf[6] & 0x200)) {
if (gSaveContext.sceneSetupIndex < 4) {
this->lakeHyliaWaterLevel = -681.0f;
globalCtx->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface =
WATER_LEVEL_RIVER_LOWERED;
globalCtx->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].zMin -= 50;
globalCtx->colCtx.colHeader->waterBoxes[LHWB_MAIN_1].ySurface = WATER_LEVEL_LOWERED;
globalCtx->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = WATER_LEVEL_LOWERED;
this->actionFunc = BgSpot06Objects_DoNothing;
} else {
thisx->world.pos.y = this->lakeHyliaWaterLevel = -681.0f;
thisx->world.pos.y += WATER_LEVEL_RAISED;
this->actionFunc = BgSpot06Objects_WaterPlaneCutsceneWait;
}
} else {
this->lakeHyliaWaterLevel = 0.0f;
WaterBox* water_boxes = globalCtx->colCtx.colHeader->waterBoxes;
water_boxes[LHWB_MAIN_1].ySurface = WATER_LEVEL_RAISED;
water_boxes[LHWB_MAIN_2].ySurface = WATER_LEVEL_RAISED;
this->actionFunc = BgSpot06Objects_DoNothing;
}
break;
case LHO_ICE_BLOCK:
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(&gLakeHyliaZoraShortcutIceblockCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, thisx, colHeader);
this->actionFunc = BgSpot06Objects_DoNothing;
if (!LINK_IS_ADULT) {
Actor_Kill(thisx);
}
break;
}
}
void BgSpot06Objects_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgSpot06Objects* this = (BgSpot06Objects*)thisx;
switch (this->dyna.actor.params) {
case LHO_WATER_TEMPLE_ENTRACE_GATE:
case LHO_ICE_BLOCK:
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
break;
case LHO_WATER_TEMPLE_ENTRANCE_LOCK:
Collider_DestroyJntSph(globalCtx, &this->collider);
break;
case LHO_WATER_PLANE:
break;
}
}
/**
* Water Temple entrance gate effect functions
*/
void BgSpot06Objects_GateSpawnBubbles(BgSpot06Objects* this, GlobalContext* globalCtx) {
Vec3f sp34;
f32 tmp;
if ((globalCtx->gameplayFrames % 3) == 0) {
tmp = Rand_CenteredFloat(160.0f);
sp34.x = (Math_SinS(this->dyna.actor.shape.rot.y + 0x4000) * tmp) + this->dyna.actor.world.pos.x;
sp34.y = this->dyna.actor.world.pos.y;
sp34.z = (Math_CosS(this->dyna.actor.shape.rot.y + 0x4000) * tmp) + this->dyna.actor.world.pos.z;
EffectSsBubble_Spawn(globalCtx, &sp34, 50.0f, 70.0f, 10.0f, (Rand_ZeroOne() * 0.05f) + 0.175f);
}
}
/**
* This is where the gate waits for the switch to be set by the fish shaped lock.
*/
void BgSpot06Objects_GateWaitForSwitch(BgSpot06Objects* this, GlobalContext* globalCtx) {
s32 i;
if (Flags_GetSwitch(globalCtx, this->switchFlag)) {
this->timer = 100;
this->dyna.actor.world.pos.y += 3.0f;
this->actionFunc = BgSpot06Objects_GateWaitToOpen;
for (i = 0; i < 15; i++) {
BgSpot06Objects_GateSpawnBubbles(this, globalCtx);
}
}
}
/**
* This is where the gate waits a few frames before rising after the switch is set.
*/
void BgSpot06Objects_GateWaitToOpen(BgSpot06Objects* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
this->actionFunc = BgSpot06Objects_GateOpen;
}
}
/**
* This is where the gate finally rises upward.
*/
void BgSpot06Objects_GateOpen(BgSpot06Objects* this, GlobalContext* globalCtx) {
BgSpot06Objects_GateSpawnBubbles(this, globalCtx);
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 120.0f, 0.6f)) {
this->actionFunc = BgSpot06Objects_DoNothing;
this->timer = 0;
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
} else {
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
}
}
void BgSpot06Objects_DoNothing(BgSpot06Objects* this, GlobalContext* globalCtx) {
}
/**
* Fish shaped lock effect functions
*/
void BgSpot06Objects_LockSpawnWaterRipples(BgSpot06Objects* this, GlobalContext* globalCtx, s32 flag) {
if (flag || !(globalCtx->gameplayFrames % 7)) {
EffectSsGRipple_Spawn(globalCtx, &this->dyna.actor.home.pos, 300, 700, 0);
}
}
void BgSpot06Objects_LockSpawnBubbles(BgSpot06Objects* this, GlobalContext* globalCtx, s32 flag) {
if (!(globalCtx->gameplayFrames % 7) || flag) {
EffectSsBubble_Spawn(globalCtx, &this->dyna.actor.world.pos, 0.0f, 40.0f, 30.0f,
(Rand_ZeroOne() * 0.05f) + 0.175f);
}
}
/**
* This is where the fish shaped lock waits to be pulled out by the hookshot. Once it does it will spawn bubbles.
*/
void BgSpot06Objects_LockWait(BgSpot06Objects* this, GlobalContext* globalCtx) {
s32 pad;
s32 i;
s32 pad2;
Vec3f effectPos;
f32 sin;
f32 cos;
if (this->collider.base.acFlags & 2) {
this->timer = 130;
this->dyna.actor.flags |= ACTOR_FLAG_4;
sin = Math_SinS(this->dyna.actor.world.rot.y);
cos = Math_CosS(this->dyna.actor.world.rot.y);
this->dyna.actor.world.pos.x += (3.0f * sin);
this->dyna.actor.world.pos.z += (3.0f * cos);
for (i = 0; i < 20; i++) {
BgSpot06Objects_LockSpawnBubbles(this, globalCtx, 1);
}
effectPos.x = this->dyna.actor.world.pos.x + (5.0f * sin);
effectPos.y = this->dyna.actor.world.pos.y;
effectPos.z = this->dyna.actor.world.pos.z + (5.0f * cos);
for (i = 0; i < 3; i++) {
EffectSsBubble_Spawn(globalCtx, &effectPos, 0.0f, 20.0f, 20.0f, (Rand_ZeroOne() * 0.1f) + 0.7f);
}
EffectSsGSplash_Spawn(globalCtx, &this->dyna.actor.world.pos, NULL, NULL, 1, 700);
this->collider.elements->dim.worldSphere.radius = 45;
this->actionFunc = BgSpot06Objects_LockPullOutward;
Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
Flags_SetSwitch(globalCtx, this->switchFlag);
OnePointCutscene_Init(globalCtx, 4120, 170, &this->dyna.actor, MAIN_CAM);
} else {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
/**
* Once the fish shaped lock is pulled out from the Hookshot it will move outward.
*/
void BgSpot06Objects_LockPullOutward(BgSpot06Objects* this, GlobalContext* globalCtx) {
if (this->timer != 0) {
this->timer--;
}
this->dyna.actor.world.pos.x += (0.3f * Math_SinS(this->dyna.actor.world.rot.y));
this->dyna.actor.world.pos.z += (0.3f * Math_CosS(this->dyna.actor.world.rot.y));
BgSpot06Objects_LockSpawnBubbles(this, globalCtx, 0);
if (this->timer == 0) {
this->dyna.actor.velocity.y = 0.5f;
this->dyna.actor.flags &= ~ACTOR_FLAG_13;
this->actionFunc = BgSpot06Objects_LockSwimToSurface;
}
}
/**
* After being pulled all the way out the fish shaped lock will rise to the surface, creating bubbles in the water as it
* does so.
*/
void BgSpot06Objects_LockSwimToSurface(BgSpot06Objects* this, GlobalContext* globalCtx) {
f32 cos;
f32 pad;
this->dyna.actor.world.pos.y += this->dyna.actor.velocity.y;
if (this->dyna.actor.velocity.y <= 0.0f) {
cos = Math_CosS(this->dyna.actor.shape.rot.x) * 4.3f;
this->dyna.actor.world.pos.x += (cos * Math_SinS(this->dyna.actor.shape.rot.y));
this->dyna.actor.world.pos.z += (cos * Math_CosS(this->dyna.actor.shape.rot.y));
this->dyna.actor.world.pos.y = this->dyna.actor.world.pos.y - 1.3f;
BgSpot06Objects_LockSpawnWaterRipples(this, globalCtx, 0);
if (Math_ScaledStepToS(&this->dyna.actor.shape.rot.x, 0, 0x260) != 0) {
this->dyna.actor.home.pos.x =
this->dyna.actor.world.pos.x - (Math_SinS(this->dyna.actor.shape.rot.y) * 16.0f);
this->dyna.actor.home.pos.z =
this->dyna.actor.world.pos.z - (Math_CosS(this->dyna.actor.shape.rot.y) * 16.0f);
this->dyna.actor.world.pos.y = -1993.0f;
this->timer = 32;
this->dyna.actor.flags &= ~ACTOR_FLAG_4;
this->collider.elements[0].dim.worldSphere.radius = this->collider.elements[0].dim.modelSphere.radius * 2;
this->actionFunc = BgSpot06Objects_LockFloat;
}
} else {
if (this->dyna.actor.world.pos.y >= -1973.0f) {
this->dyna.actor.velocity.y = 0.0f;
BgSpot06Objects_LockSpawnWaterRipples(this, globalCtx, 1);
EffectSsGSplash_Spawn(globalCtx, &this->dyna.actor.home.pos, NULL, NULL, 1, 700);
} else if (this->dyna.actor.shape.rot.x == -0x4000) {
this->dyna.actor.velocity.y += 0.02f;
this->dyna.actor.world.pos.x = Rand_CenteredFloat(1.0f) + this->dyna.actor.home.pos.x;
this->dyna.actor.world.pos.z = Rand_CenteredFloat(1.0f) + this->dyna.actor.home.pos.z;
this->dyna.actor.velocity.y =
(this->dyna.actor.velocity.y > 10.0f) ? (10.0f) : (this->dyna.actor.velocity.y);
BgSpot06Objects_LockSpawnBubbles(this, globalCtx, 0);
} else {
BgSpot06Objects_LockSpawnBubbles(this, globalCtx, 0);
if (Math_ScaledStepToS(&this->dyna.actor.shape.rot.x, -0x4000, 0x30)) {
this->dyna.actor.home.pos.x = this->dyna.actor.world.pos.x;
this->dyna.actor.home.pos.y = -1993.0f;
this->dyna.actor.home.pos.z = this->dyna.actor.world.pos.z;
}
}
}
}
/**
* Once the fish shaped lock finishes rising to the surface it will float and create ripples in the water every few
* frames.
*/
void BgSpot06Objects_LockFloat(BgSpot06Objects* this, GlobalContext* globalCtx) {
BgSpot06Objects_LockSpawnWaterRipples(this, globalCtx, 0);
if (this->timer != 0) {
this->timer--;
}
this->dyna.actor.world.pos.y = (2.0f * sinf(this->timer * (M_PI / 16.0f))) + this->dyna.actor.home.pos.y;
if (this->timer == 0) {
this->timer = 32;
}
}
void BgSpot06Objects_Update(Actor* thisx, GlobalContext* globalCtx) {
BgSpot06Objects* this = (BgSpot06Objects*)thisx;
this->actionFunc(this, globalCtx);
if (thisx->params == LHO_WATER_TEMPLE_ENTRANCE_LOCK) {
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
/**
* Draw the Lake Hylia water plane, and scroll its texture
*/
void BgSpot06Objects_DrawLakeHyliaWater(BgSpot06Objects* this, GlobalContext* globalCtx) {
s32 pad;
s32 gameplayFrames;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_bg_spot06_objects.c", 844);
func_80093D84(globalCtx->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_bg_spot06_objects.c", 850),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gameplayFrames = globalCtx->state.frames;
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, -gameplayFrames, gameplayFrames, 32, 32, 1, gameplayFrames,
gameplayFrames, 32, 32));
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, -gameplayFrames, gameplayFrames * 6, 32, 32, 1,
gameplayFrames, gameplayFrames * 6, 32, 32));
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 128);
if ((this->lakeHyliaWaterLevel < -680.0f) && (gSaveContext.sceneSetupIndex < 4)) {
gSPDisplayList(POLY_XLU_DISP++, gLakeHyliaLowWaterDL);
} else {
gSPDisplayList(POLY_XLU_DISP++, gLakeHyliaHighWaterDL);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_bg_spot06_objects.c", 879);
}
void BgSpot06Objects_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgSpot06Objects* this = (BgSpot06Objects*)thisx;
switch (this->dyna.actor.params) {
case LHO_WATER_TEMPLE_ENTRACE_GATE:
Gfx_DrawDListOpa(globalCtx, gLakeHyliaWaterTempleGateDL);
break;
case LHO_WATER_TEMPLE_ENTRANCE_LOCK:
Gfx_DrawDListOpa(globalCtx, gLakeHyliaWaterTempleKeyDL);
if (this->actionFunc == BgSpot06Objects_LockSwimToSurface) {
Collider_UpdateSpheres(1, &this->collider);
}
break;
case LHO_WATER_PLANE:
BgSpot06Objects_DrawLakeHyliaWater(this, globalCtx);
break;
case LHO_ICE_BLOCK:
Gfx_DrawDListOpa(globalCtx, gLakeHyliaZoraShortcutIceblockDL);
break;
}
}
/**
* This is where the Lake Hylia water plane waits for the cutscene to set the water risen flag after the Water Temple is
* cleared.
*/
void BgSpot06Objects_WaterPlaneCutsceneWait(BgSpot06Objects* this, GlobalContext* globalCtx) {
if (gSaveContext.eventChkInf[6] & 0x200) {
this->actionFunc = BgSpot06Objects_WaterPlaneCutsceneRise;
}
}
/**
* This is where the Lake Hylia water plane rises in the cutscene after the Water Temple is cleared.
*/
void BgSpot06Objects_WaterPlaneCutsceneRise(BgSpot06Objects* this, GlobalContext* globalCtx) {
s32 pad;
this->dyna.actor.world.pos.y = this->lakeHyliaWaterLevel + WATER_LEVEL_RAISED;
if (this->lakeHyliaWaterLevel >= 0.0001f) {
this->dyna.actor.world.pos.y = WATER_LEVEL_RAISED;
this->actionFunc = BgSpot06Objects_DoNothing;
} else {
Math_SmoothStepToF(&this->lakeHyliaWaterLevel, 1.0f, 0.1f, 1.0f, 0.001f);
globalCtx->colCtx.colHeader->waterBoxes[LHWB_GERUDO_VALLEY_RIVER_LOWER].ySurface = WATER_LEVEL_RIVER_LOWERED;
globalCtx->colCtx.colHeader->waterBoxes[LHWB_MAIN_1].ySurface = this->dyna.actor.world.pos.y;
globalCtx->colCtx.colHeader->waterBoxes[LHWB_MAIN_2].ySurface = this->dyna.actor.world.pos.y;
}
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
}