mirror of https://github.com/zeldaret/oot.git
single strings T()
This commit is contained in:
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12de3a9264
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@ -49,7 +49,7 @@ void BgBomGuard_Init(Actor* thisx, PlayState* play) {
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
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PRINTF("\n\n");
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PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ " T("透明ガード出現", "Transparent guard appears") " ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 透明ガード出現 ☆☆☆☆☆ \n", " ☆☆☆☆☆ Transparent guard appears ☆☆☆☆☆ \n") VT_RST);
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thisx->scale.x = 1.0f;
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thisx->scale.y = 1.0f;
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@ -156,7 +156,8 @@ void BgBombwall_Init(Actor* thisx, PlayState* play) {
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func_8086ED50(this, play);
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}
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PRINTF("(field keep " T("汎用爆弾壁", "general purpose bomb wall") ")(arg_data 0x%04x)(angY %d)\n",
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PRINTF(T("(field keep 汎用爆弾壁)(arg_data 0x%04x)(angY %d)\n",
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"(field keep general purpose bomb wall)(arg_data 0x%04x)(angY %d)\n"),
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this->dyna.actor.params, this->dyna.actor.shape.rot.y);
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}
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@ -74,9 +74,9 @@ void BgBowlWall_Init(Actor* thisx, PlayState* play) {
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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this->initPos = this->dyna.actor.world.pos;
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PRINTF("\n\n");
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PRINTF(
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VT_FGCOL(GREEN) " ☆☆☆☆☆ " T("ボーリングおじゃま壁発生", "Bowling obstacle wall spawns") " ☆☆☆☆☆ %d\n" VT_RST,
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this->dyna.actor.params);
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PRINTF(VT_FGCOL(GREEN)
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T(" ☆☆☆☆☆ ボーリングおじゃま壁発生 ☆☆☆☆☆ %d\n", " ☆☆☆☆☆ Bowling obstacle wall spawns ☆☆☆☆☆ %d\n") VT_RST,
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this->dyna.actor.params);
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this->actionFunc = BgBowlWall_SpawnBullseyes;
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this->dyna.actor.scale.x = this->dyna.actor.scale.y = this->dyna.actor.scale.z = 1.0f;
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}
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@ -104,7 +104,8 @@ void BgDyYoseizo_Init(Actor* thisx, PlayState* play2) {
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this->actor.focus.pos = this->actor.world.pos;
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if (play->sceneId == SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC) {
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ " T("大妖精の泉", "Great Fairy Fountain") " ☆☆☆☆☆ %d\n" VT_RST, play->spawn);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 大妖精の泉 ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Great Fairy Fountain ☆☆☆☆☆ %d\n") VT_RST,
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play->spawn);
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SkelAnime_InitFlex(play, &this->skelAnime, &gGreatFairySkel, &gGreatFairySittingTransitionAnim,
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this->jointTable, this->morphTable, 28);
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#if OOT_VERSION < NTSC_1_1
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@ -114,7 +115,8 @@ void BgDyYoseizo_Init(Actor* thisx, PlayState* play2) {
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}
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#endif
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} else {
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ " T("石妖精の泉", "Stone Fairy Fountain") " ☆☆☆☆☆ %d\n" VT_RST, play->spawn);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 石妖精の泉 ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Stone Fairy Fountain ☆☆☆☆☆ %d\n") VT_RST,
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play->spawn);
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SkelAnime_InitFlex(play, &this->skelAnime, &gGreatFairySkel, &gGreatFairyLayingDownTransitionAnim,
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this->jointTable, this->morphTable, 28);
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#if OOT_VERSION < NTSC_1_1
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@ -251,7 +253,7 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
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#endif
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ " T("もうど", "Mode") " ☆☆☆☆☆ %d\n" VT_RST, play->msgCtx.ocarinaMode);
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ もうど ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Mode ☆☆☆☆☆ %d\n") VT_RST, play->msgCtx.ocarinaMode);
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givingReward = false;
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if (play->sceneId != SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC) {
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@ -276,22 +278,23 @@ void BgDyYoseizo_ChooseType(BgDyYoseizo* this, PlayState* play) {
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switch (this->fountainType) {
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case FAIRY_UPGRADE_MAGIC:
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if (!gSaveContext.save.info.playerData.isMagicAcquired || BREG(2)) {
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PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ " T("回転切り速度UP", "Turning speed UP") " ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 回転切り速度UP ☆☆☆☆☆ \n", " ☆☆☆☆☆ Turning speed UP ☆☆☆☆☆ \n")
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VT_RST);
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this->givingSpell = true;
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givingReward = true;
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}
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break;
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case FAIRY_UPGRADE_DOUBLE_MAGIC:
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if (!gSaveContext.save.info.playerData.isDoubleMagicAcquired) {
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PRINTF(VT_FGCOL(YELLOW) " ☆☆☆☆☆ " T("魔法ゲージメーター倍増",
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"Magic Gauge Meter Doubled") " ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(YELLOW) T(" ☆☆☆☆☆ 魔法ゲージメーター倍増 ☆☆☆☆☆ \n",
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" ☆☆☆☆☆ Magic Gauge Meter Doubled ☆☆☆☆☆ \n") VT_RST);
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this->givingSpell = true;
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givingReward = true;
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}
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break;
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case FAIRY_UPGRADE_DOUBLE_DEFENSE:
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if (!gSaveContext.save.info.playerData.isDoubleDefenseAcquired) {
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PRINTF(VT_FGCOL(MAGENTA) " ☆☆☆☆☆ " T("ダメージ半減", "Damage halved") " ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(MAGENTA) T(" ☆☆☆☆☆ ダメージ半減 ☆☆☆☆☆ \n", " ☆☆☆☆☆ Damage halved ☆☆☆☆☆ \n") VT_RST);
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this->givingSpell = true;
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givingReward = true;
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}
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@ -62,7 +62,7 @@ void BgGateShutter_Init(Actor* thisx, PlayState* play) {
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thisx->scale.y = 1.0f;
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thisx->scale.z = 1.0f;
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PRINTF("\n\n");
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PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ " T("柵でたなぁ", "There's a fence") " ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 柵でたなぁ ☆☆☆☆☆ \n", " ☆☆☆☆☆ There's a fence ☆☆☆☆☆ \n") VT_RST);
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this->actionFunc = func_8087828C;
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}
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@ -85,8 +85,8 @@ void BgJyaBigmirror_HandleCobra(Actor* thisx, PlayState* play) {
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#if DEBUG_FEATURES
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if (curCobraInfo->cobra->dyna.actor.update == NULL) {
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PRINTF("Error : " T("コブラ削除された", "Cobra deleted") " (%s %d)\n", "../z_bg_jya_bigmirror.c",
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203);
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PRINTF(T("Error : コブラ削除された (%s %d)\n", "Error : Cobra deleted (%s %d)\n"),
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"../z_bg_jya_bigmirror.c", 203);
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}
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#endif
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} else {
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@ -96,7 +96,7 @@ void BgJyaBigmirror_HandleCobra(Actor* thisx, PlayState* play) {
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this->actor.child = NULL;
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if (curCobraInfo->cobra == NULL) {
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PRINTF("Error : " T("コブラ発生失敗", "Cobra failed to spawn") " (%s %d)\n",
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PRINTF(T("Error : コブラ発生失敗 (%s %d)\n", "Error : Cobra failed to spawn (%s %d)\n"),
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"../z_bg_jya_bigmirror.c", 221);
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}
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}
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@ -164,7 +164,7 @@ void BgJyaBigmirror_HandleMirRay(Actor* thisx, PlayState* play) {
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#if DEBUG_FEATURES
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if (this->lightBeams[i] == NULL) {
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PRINTF("Error : " T("Mir Ray 発生失敗", "Mir Ray failed to spawn") " (%s %d)\n",
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PRINTF(T("Error : Mir Ray 発生失敗 (%s %d)\n", "Error : Mir Ray failed to spawn (%s %d)\n"),
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"../z_bg_jya_bigmirror.c", 310);
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}
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#endif
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@ -196,7 +196,7 @@ void BgJyaBigmirror_Init(Actor* thisx, PlayState* play) {
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this->spawned = true;
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this->mirRayObjectSlot = -1;
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PRINTF("(jya " T("大鏡", "Big mirror") ")(arg_data 0x%04x)\n", this->actor.params);
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PRINTF(T("(jya 大鏡)(arg_data 0x%04x)\n", "(jya Big mirror)(arg_data 0x%04x)\n"), this->actor.params);
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}
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void BgJyaBigmirror_Destroy(Actor* thisx, PlayState* play) {
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@ -445,8 +445,9 @@ void BgJyaCobra_Init(Actor* thisx, PlayState* play) {
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BgJyaCobra_UpdateShadowFromTop(this);
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}
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PRINTF("(jya " T("コブラ", "cobra") ")(arg_data 0x%04x)(act %x)(txt %x)(txt16 %x)\n", this->dyna.actor.params, this,
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&this->shadowTextureBuffer, COBRA_SHADOW_TEX_PTR(this));
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PRINTF(T("(jya コブラ)(arg_data 0x%04x)(act %x)(txt %x)(txt16 %x)\n",
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"(jya cobra)(arg_data 0x%04x)(act %x)(txt %x)(txt16 %x)\n"),
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this->dyna.actor.params, this, &this->shadowTextureBuffer, COBRA_SHADOW_TEX_PTR(this));
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}
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void BgJyaCobra_Destroy(Actor* thisx, PlayState* play) {
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@ -78,7 +78,7 @@ void BgJyaKanaami_Init(Actor* thisx, PlayState* play) {
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} else {
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func_80899880(this);
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}
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PRINTF("(jya " T("金網", "wire mesh") ")(arg_data 0x%04x)\n", this->dyna.actor.params);
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PRINTF(T("(jya 金網)(arg_data 0x%04x)\n", "(jya wire mesh)(arg_data 0x%04x)\n"), this->dyna.actor.params);
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}
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void BgJyaKanaami_Destroy(Actor* thisx, PlayState* play) {
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@ -137,14 +137,15 @@ void BgJyaZurerukabe_Init(Actor* thisx, PlayState* play) {
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if (i == ARRAY_COUNT(D_8089B9F0)) {
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PRINTF_COLOR_ERROR();
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PRINTF(T("home pos が変更されたみたい", "It seems that the home pos has changed") "(%s %d)(arg_data 0x%04x)\n",
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PRINTF(T("home pos が変更されたみたい(%s %d)(arg_data 0x%04x)\n",
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"It seems that the home pos has changed (%s %d)(arg_data 0x%04x)\n"),
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"../z_bg_jya_zurerukabe.c", 299, this->dyna.actor.params);
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PRINTF_RST();
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}
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this->unk_16E = D_8089B9F8[this->unk_168];
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func_8089B7B4(this);
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PRINTF("(jya " T("ずれる壁", "sliding wall") ")(arg_data 0x%04x)\n", this->dyna.actor.params);
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PRINTF(T("(jya ずれる壁)(arg_data 0x%04x)\n", "(jya sliding wall)(arg_data 0x%04x)\n"), this->dyna.actor.params);
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}
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void BgJyaZurerukabe_Destroy(Actor* thisx, PlayState* play) {
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@ -182,12 +182,13 @@ void BgMoriHashigo_Init(Actor* thisx, PlayState* play) {
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}
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this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
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if (this->moriTexObjectSlot < 0) {
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PRINTF("Error : " T("バンク危険!", "Bank danger!") "(arg_data 0x%04x)(%s %d)\n", this->dyna.actor.params,
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"../z_bg_mori_hashigo.c", 312);
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PRINTF(T("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", "Error : Bank danger! (arg_data 0x%04x)(%s %d)\n"),
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this->dyna.actor.params, "../z_bg_mori_hashigo.c", 312);
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Actor_Kill(&this->dyna.actor);
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} else {
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BgMoriHashigo_SetupWaitForMoriTex(this);
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PRINTF(T("(森の神殿 梯子とその留め金)", "(Forest Temple Ladder and its clasp)") "(arg_data 0x%04x)\n",
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PRINTF(T("(森の神殿 梯子とその留め金)(arg_data 0x%04x)\n",
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"(Forest Temple Ladder and its clasp)(arg_data 0x%04x)\n"),
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this->dyna.actor.params);
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}
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}
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@ -95,8 +95,8 @@ void BgMoriHashira4_Init(Actor* thisx, PlayState* play) {
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this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
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if (this->moriTexObjectSlot < 0) {
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Actor_Kill(&this->dyna.actor);
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PRINTF("Error : " T("バンク危険!", "Bank danger!") "(arg_data 0x%04x)(%s %d)\n", this->dyna.actor.params,
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"../z_bg_mori_hashira4.c", 196);
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PRINTF(T("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", "Error : Bank danger! (arg_data 0x%04x)(%s %d)\n"),
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this->dyna.actor.params, "../z_bg_mori_hashira4.c", 196);
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return;
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}
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if ((this->dyna.actor.params != 0) && Flags_GetSwitch(play, this->switchFlag)) {
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@ -105,7 +105,8 @@ void BgMoriHashira4_Init(Actor* thisx, PlayState* play) {
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}
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Actor_SetFocus(&this->dyna.actor, 50.0f);
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BgMoriHashira4_SetupWaitForMoriTex(this);
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PRINTF(T("(森の神殿 4本柱)", "Forest Temple 4 Pillars") "(arg_data 0x%04x)\n", this->dyna.actor.params);
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PRINTF(T("(森の神殿 4本柱)(arg_data 0x%04x)\n", "(Forest Temple 4 Pillars)(arg_data 0x%04x)\n"),
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this->dyna.actor.params);
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sUnkTimer = 0;
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}
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@ -80,15 +80,16 @@ void BgMoriIdomizu_Init(Actor* thisx, PlayState* play) {
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this->moriTexObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_MORI_TEX);
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if (this->moriTexObjectSlot < 0) {
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Actor_Kill(&this->actor);
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PRINTF("Error : " T("バンク危険!", "Bank danger!") "(arg_data 0x%04x)(%s %d)\n", this->actor.params,
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"../z_bg_mori_idomizu.c", 202);
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PRINTF(T("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", "Error : Bank danger! (arg_data 0x%04x)(%s %d)\n"),
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this->actor.params, "../z_bg_mori_idomizu.c", 202);
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return;
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}
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BgMoriIdomizu_SetupWaitForMoriTex(this);
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sIsSpawned = true;
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this->isLoaded = true;
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this->actor.room = -1;
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PRINTF(T("(森の神殿 井戸水)", "(Forest Temple well water)") "(arg_data 0x%04x)\n", this->actor.params);
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PRINTF(T("(森の神殿 井戸水)(arg_data 0x%04x)\n", "(Forest Temple well water)(arg_data 0x%04x)\n"),
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this->actor.params);
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}
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void BgMoriIdomizu_Destroy(Actor* thisx, PlayState* play) {
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@ -300,7 +300,7 @@ void BgSpot08Iceblock_Init(Actor* thisx, PlayState* play) {
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BgSpot08Iceblock* this = (BgSpot08Iceblock*)thisx;
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CollisionHeader* colHeader;
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PRINTF("(spot08 " T("流氷", "ice floe") ")(arg_data 0x%04x)\n", this->dyna.actor.params);
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PRINTF(T("(spot08 流氷)(arg_data 0x%04x)\n", "(spot08 ice floe)(arg_data 0x%04x)\n"), this->dyna.actor.params);
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BgSpot08Iceblock_CheckParams(this);
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switch (PARAMS_GET_NOSHIFT(this->dyna.actor.params, 9, 1)) {
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@ -148,7 +148,8 @@ s32 func_808B1D44(BgSpot09Obj* this, PlayState* play) {
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void BgSpot09Obj_Init(Actor* thisx, PlayState* play) {
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BgSpot09Obj* this = (BgSpot09Obj*)thisx;
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PRINTF("Spot09 Object [arg_data : 0x%04x](" T("大工救出フラグ", "Carpenter Rescue Flag") " 0x%x)\n",
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PRINTF(T("Spot09 Object [arg_data : 0x%04x](大工救出フラグ 0x%x)\n",
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"Spot09 Object [arg_data : 0x%04x](Carpenter Rescue Flag 0x%x)\n"),
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this->dyna.actor.params, GET_EVENTCHKINF_CARPENTERS_RESCUED_FLAGS());
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this->dyna.actor.params &= 0xFF;
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if ((this->dyna.actor.params < 0) || (this->dyna.actor.params >= 5)) {
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@ -130,7 +130,7 @@ void BgSpot11Bakudankabe_Init(Actor* thisx, PlayState* play) {
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CollisionHeader_GetVirtual(&gDesertColossusBombableWallCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
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Actor_SetScale(&this->dyna.actor, 1.0f);
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PRINTF("(spot11 " T("爆弾壁", "Bomb Wall") ")(arg_data 0x%04x)\n", this->dyna.actor.params);
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PRINTF(T("(spot11 爆弾壁)(arg_data 0x%04x)\n", "(spot11 Bomb Wall)(arg_data 0x%04x)\n"), this->dyna.actor.params);
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}
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void BgSpot11Bakudankabe_Destroy(Actor* thisx, PlayState* play) {
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@ -146,7 +146,8 @@ void BgSpot15Rrbox_Init(Actor* thisx, PlayState* play) {
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} else {
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func_808B4084(this, play);
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||||
}
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||||
PRINTF("(spot15 " T("ロンロン木箱", "Lon Lon Wooden Box") ")(arg_data 0x%04x)\n", this->dyna.actor.params);
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PRINTF(T("(spot15 ロンロン木箱)(arg_data 0x%04x)\n", "(spot15 Lon Lon Wooden Box)(arg_data 0x%04x)\n"),
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||||
this->dyna.actor.params);
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||||
}
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||||
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||||
void BgSpot15Rrbox_Destroy(Actor* thisx, PlayState* play) {
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||||
|
@ -333,7 +334,8 @@ void func_808B43D0(BgSpot15Rrbox* this, PlayState* play) {
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|||
Actor_MoveXZGravity(actor);
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||||
|
||||
if (actor->world.pos.y <= BGCHECK_Y_MIN + 10.0f) {
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||||
PRINTF("Warning : " T("ロンロン木箱落ちすぎた", "Lon Lon Wooden Box fell too far") "(%s %d)(arg_data 0x%04x)\n",
|
||||
PRINTF(T("Warning : ロンロン木箱落ちすぎた(%s %d)(arg_data 0x%04x)\n",
|
||||
"Warning : Lon Lon Wooden Box fell too far (%s %d)(arg_data 0x%04x)\n"),
|
||||
"../z_bg_spot15_rrbox.c", 599, actor->params);
|
||||
|
||||
Actor_Kill(actor);
|
||||
|
|
|
@ -240,8 +240,8 @@ s32 func_808B4E58(BgSpot16Bombstone* this, PlayState* play) {
|
|||
this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, OBJECT_BOMBIWA);
|
||||
|
||||
if (this->requiredObjectSlot < 0) {
|
||||
PRINTF("Error : " T("バンク危険!", "Bank danger! ") "(arg_data 0x%04x)(%s %d)\n", actor->params,
|
||||
"../z_bg_spot16_bombstone.c", 589);
|
||||
PRINTF(T("Error : バンク危険!(arg_data 0x%04x)(%s %d)\n", "Error : Bank danger! (arg_data 0x%04x)(%s %d)\n"),
|
||||
actor->params, "../z_bg_spot16_bombstone.c", 589);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -273,7 +273,8 @@ void BgSpot16Bombstone_Init(Actor* thisx, PlayState* play) {
|
|||
|
||||
#if DEBUG_FEATURES
|
||||
default:
|
||||
PRINTF(T("Error : arg_data おかしいな", "Error : arg_data is strange") "(%s %d)(arg_data 0x%04x)\n",
|
||||
PRINTF(T("Error : arg_data おかしいな(%s %d)(arg_data 0x%04x)\n",
|
||||
"Error : arg_data is strange (%s %d)(arg_data 0x%04x)\n"),
|
||||
"../z_bg_spot16_bombstone.c", 668, this->actor.params);
|
||||
shouldLive = false;
|
||||
break;
|
||||
|
@ -284,8 +285,9 @@ void BgSpot16Bombstone_Init(Actor* thisx, PlayState* play) {
|
|||
Actor_Kill(&this->actor);
|
||||
return;
|
||||
}
|
||||
PRINTF("Spot16 obj " T("爆弾石", "Bomb Stone") " (scaleX %f)(arg_data 0x%04x)\n", this->actor.scale.x,
|
||||
this->actor.params);
|
||||
PRINTF(
|
||||
T("Spot16 obj 爆弾石 (scaleX %f)(arg_data 0x%04x)\n", "Spot16 obj Bomb Stone (scaleX %f)(arg_data 0x%04x)\n"),
|
||||
this->actor.scale.x, this->actor.params);
|
||||
}
|
||||
|
||||
void BgSpot16Bombstone_Destroy(Actor* thisx, PlayState* play) {
|
||||
|
|
|
@ -44,7 +44,8 @@ void BgSpot17Funen_Init(Actor* thisx, PlayState* play) {
|
|||
BgSpot17Funen* this = (BgSpot17Funen*)thisx;
|
||||
|
||||
Actor_ProcessInitChain(&this->actor, sInitChain);
|
||||
PRINTF("spot17 obj. " T("噴煙", "volcanic smoke") " (arg_data 0x%04x)\n", this->actor.params);
|
||||
PRINTF(T("spot17 obj. 噴煙 (arg_data 0x%04x)\n", "spot17 obj. volcanic smoke (arg_data 0x%04x)\n"),
|
||||
this->actor.params);
|
||||
}
|
||||
|
||||
void BgSpot17Funen_Destroy(Actor* thisx, PlayState* play) {
|
||||
|
|
|
@ -227,8 +227,7 @@ void EnTite_Destroy(Actor* thisx, PlayState* play) {
|
|||
spawner->curNumSpawn--;
|
||||
}
|
||||
PRINTF("\n\n");
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 同時発生数 ☆☆☆☆☆%d\n", "☆☆☆☆☆ Number of simultaneous spawns ☆☆☆☆☆%d\n")
|
||||
VT_RST,
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 同時発生数 ☆☆☆☆☆%d\n", "☆☆☆☆☆ Number of simultaneous spawns ☆☆☆☆☆%d\n") VT_RST,
|
||||
spawner->curNumSpawn);
|
||||
PRINTF("\n\n");
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue