mirror of https://github.com/zeldaret/oot.git
T() heishi1-3
This commit is contained in:
parent
416a00b28e
commit
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@ -17,6 +17,7 @@
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#include "sfx.h"
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#include "sys_matrix.h"
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#include "terminal.h"
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#include "translation.h"
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#include "z_lib.h"
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#include "z64debug_display.h"
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#include "z64effect.h"
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@ -97,27 +98,32 @@ void EnHeishi1_Init(Actor* thisx, PlayState* play2) {
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this->animParams[i] = sAnimParamsInit[this->type][i];
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}
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// "type"
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PRINTF(VT_FGCOL(GREEN) " 種類☆☆☆☆☆☆☆☆☆☆☆☆☆ %d\n" VT_RST, this->type);
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// "path data"
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PRINTF(VT_FGCOL(GREEN) T(" 種類☆☆☆☆☆☆☆☆☆☆☆☆☆ %d\n", " type ☆☆☆☆☆☆☆☆☆☆☆☆☆ %d\n") VT_RST,
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this->type);
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PRINTF(VT_FGCOL(YELLOW) " れえるでぇたぁ☆☆☆☆☆☆☆☆ %d\n" VT_RST, this->path);
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PRINTF(VT_FGCOL(MAGENTA) " anime_frame_speed ☆☆☆☆☆☆ %f\n" VT_RST, this->animSpeed);
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// "interpolation frame"
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PRINTF(VT_FGCOL(MAGENTA) " 補間フレーム☆☆☆☆☆☆☆☆☆ %f\n" VT_RST, this->animMorphFrames);
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// "targeted movement speed value between points"
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PRINTF(VT_FGCOL(MAGENTA) " point間の移動スピード目標値 ☆ %f\n" VT_RST, this->moveSpeedTarget);
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// "maximum movement speed value between points"
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PRINTF(VT_FGCOL(MAGENTA) " point間の移動スピード最大 ☆☆ %f\n" VT_RST, this->moveSpeedMax);
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// "(body) targeted turning angle speed value"
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PRINTF(VT_FGCOL(MAGENTA) " (体)反転アングルスピード目標値 %f\n" VT_RST, this->bodyTurnSpeedTarget);
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// "(body) maximum turning angle speed"
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PRINTF(VT_FGCOL(MAGENTA) " (体)反転アングルスピード最大☆ %f\n" VT_RST, this->bodyTurnSpeedMax);
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// "(head) targeted turning angle speed value"
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PRINTF(VT_FGCOL(MAGENTA) " (頭)反転アングルスピード加算値 %f\n" VT_RST, this->headTurnSpeedScale);
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// "(head) maximum turning angle speed"
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PRINTF(VT_FGCOL(MAGENTA) " (頭)反転アングルスピード最大☆ %f\n" VT_RST, this->headTurnSpeedMax);
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PRINTF(VT_FGCOL(GREEN) " 今時間 %d\n" VT_RST, ((void)0, gSaveContext.save.dayTime)); // "current time"
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PRINTF(VT_FGCOL(YELLOW) " チェック時間 %d\n" VT_RST, CLOCK_TIME(17, 30) - 1); // "check time"
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PRINTF(VT_FGCOL(MAGENTA) T(" 補間フレーム☆☆☆☆☆☆☆☆☆ %f\n", " interpolation frame ☆☆☆☆☆☆☆☆☆ %f\n") VT_RST,
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this->animMorphFrames);
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PRINTF(VT_FGCOL(MAGENTA)
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T(" point間の移動スピード目標値 ☆ %f\n", " target speed of movement between points ☆ %f\n") VT_RST,
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this->moveSpeedTarget);
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PRINTF(VT_FGCOL(MAGENTA)
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T(" point間の移動スピード最大 ☆☆ %f\n", " maximum speed of movement between points ☆☆ %f\n") VT_RST,
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this->moveSpeedMax);
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PRINTF(VT_FGCOL(MAGENTA)
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T(" (体)反転アングルスピード目標値 %f\n", " (body) reversing angle speed target value %f\n") VT_RST,
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this->bodyTurnSpeedTarget);
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PRINTF(VT_FGCOL(MAGENTA)
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T(" (体)反転アングルスピード最大☆ %f\n", " (body) maximum turning angle speed ☆ %f\n") VT_RST,
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this->bodyTurnSpeedMax);
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PRINTF(VT_FGCOL(MAGENTA)
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T(" (頭)反転アングルスピード加算値 %f\n", " (head) reverse angle speed additional value %f\n") VT_RST,
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this->headTurnSpeedScale);
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PRINTF(VT_FGCOL(MAGENTA)
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T(" (頭)反転アングルスピード最大☆ %f\n", " (head) maximum turning angle speed ☆ %f\n") VT_RST,
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this->headTurnSpeedMax);
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PRINTF(VT_FGCOL(GREEN) T(" 今時間 %d\n", " Current time %d\n") VT_RST, ((void)0, gSaveContext.save.dayTime));
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PRINTF(VT_FGCOL(YELLOW) T(" チェック時間 %d\n", " Check time %d\n") VT_RST, CLOCK_TIME(17, 30) - 1);
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PRINTF("\n\n");
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if (this->path == 3) {
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@ -389,7 +395,7 @@ void EnHeishi1_WaitNight(EnHeishi1* this, PlayState* play) {
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if (this->actor.xzDistToPlayer < 100.0f) {
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Message_StartTextbox(play, 0x702D, &this->actor);
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Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST); // "Discovered!"
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発見! ☆☆☆☆☆ \n", "☆☆☆☆☆ Discovered! ☆☆☆☆☆ \n") VT_RST);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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this->actionFunc = EnHeishi1_SetupKick;
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}
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@ -472,8 +478,8 @@ void EnHeishi1_Update(Actor* thisx, PlayState* play) {
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// this 60 unit height check is so the player doesn't get caught when on the upper path
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if (fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < 60.0f) {
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Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
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// "Discovered!"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発見! ☆☆☆☆☆ \n", "☆☆☆☆☆ Discovered! ☆☆☆☆☆ \n")
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VT_RST);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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sPlayerIsCaught = true;
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this->actionFunc = EnHeishi1_SetupMoveToLink;
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@ -16,6 +16,7 @@
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#include "sfx.h"
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#include "sys_matrix.h"
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#include "terminal.h"
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#include "translation.h"
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#include "z_lib.h"
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#include "z64face_reaction.h"
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#include "z64play.h"
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@ -153,8 +154,8 @@ void EnHeishi2_Init(Actor* thisx, PlayState* play) {
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break;
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case 6:
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PRINTF("\n\n");
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// "Peep hole soldier!"
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PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ 覗き穴奥兵士ふぃ〜 ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 覗き穴奥兵士ふぃ〜 ☆☆☆☆☆ \n", " ☆☆☆☆☆ Peep hole soldier ☆☆☆☆☆ \n")
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VT_RST);
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Collider_DestroyCylinder(play, collider);
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this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
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this->actionFunc = EnHeishi_DoNothing2;
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@ -163,12 +164,14 @@ void EnHeishi2_Init(Actor* thisx, PlayState* play) {
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this->unk_2F0 = PARAMS_GET_U(this->actor.params, 8, 8);
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PRINTF("\n\n");
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// "Soldier Set 2 Completed!"
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PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ 兵士2セット完了! ☆☆☆☆☆ %d\n" VT_RST, this->actor.params);
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// "Identification Completed!"
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PRINTF(VT_FGCOL(YELLOW) " ☆☆☆☆☆ 識別完了! ☆☆☆☆☆ %d\n" VT_RST, this->type);
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// "Message completed!"
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PRINTF(VT_FGCOL(MAGENTA) " ☆☆☆☆☆ メッセージ完了! ☆☆☆☆☆ %x\n\n" VT_RST,
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PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 兵士2セット完了! ☆☆☆☆☆ %d\n", " ☆☆☆☆☆ Soldier Set 2 Completed! ☆☆☆☆☆ %d\n")
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VT_RST,
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this->actor.params);
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PRINTF(VT_FGCOL(YELLOW) T(" ☆☆☆☆☆ 識別完了! ☆☆☆☆☆ %d\n", " ☆☆☆☆☆ Identification Completed! ☆☆☆☆☆ %d\n")
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VT_RST,
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this->type);
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PRINTF(VT_FGCOL(MAGENTA)
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T(" ☆☆☆☆☆ メッセージ完了! ☆☆☆☆☆ %x\n\n", " ☆☆☆☆☆ Message completed! ☆☆☆☆☆ %x\n\n") VT_RST,
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PARAMS_GET_U(this->actor.params, 8, 4));
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}
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}
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@ -203,41 +206,39 @@ void func_80A53278(EnHeishi2* this, PlayState* play) {
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this->unk_300 = TEXT_STATE_DONE;
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this->actionFunc = func_80A5475C;
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} else if (GET_EVENTCHKINF(EVENTCHKINF_09) && GET_EVENTCHKINF(EVENTCHKINF_25) && GET_EVENTCHKINF(EVENTCHKINF_37)) {
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// "Get all spiritual stones!"
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PRINTF(VT_FGCOL(GREEN) " ☆☆☆☆☆ 全部の精霊石GET! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T(" ☆☆☆☆☆ 全部の精霊石GET! ☆☆☆☆☆ \n", " ☆☆☆☆☆ All the spirit stones GET! ☆☆☆☆☆ \n")
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VT_RST);
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this->unk_300 = TEXT_STATE_DONE;
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this->actor.textId = 0x7006;
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this->actionFunc = func_80A5475C;
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} else if (!IS_DAY) {
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// "Sleep early for children!"
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PRINTF(VT_FGCOL(YELLOW) " ☆☆☆☆☆ 子供ははやくネロ! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(YELLOW) T(" ☆☆☆☆☆ 子供ははやくネロ! ☆☆☆☆☆ \n", " ☆☆☆☆☆ Sleep early for children! ☆☆☆☆☆ \n")
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VT_RST);
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this->unk_300 = TEXT_STATE_DONE;
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this->actor.textId = 0x7002;
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this->actionFunc = func_80A5475C;
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} else if (this->unk_30C != 0) {
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// "Anything passes"
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PRINTF(VT_FGCOL(BLUE) " ☆☆☆☆☆ なんでも通るよ ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(BLUE) T(" ☆☆☆☆☆ なんでも通るよ ☆☆☆☆☆ \n", " ☆☆☆☆☆ Anything passes ☆☆☆☆☆ \n") VT_RST);
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this->unk_300 = TEXT_STATE_DONE;
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this->actor.textId = 0x7099;
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this->actionFunc = func_80A5475C;
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} else if (GET_EVENTCHKINF(EVENTCHKINF_RECEIVED_WEIRD_EGG)) {
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if (this->unk_30E == 0) {
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// "Start under the first sleeve!"
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PRINTF(VT_FGCOL(MAGENTA) " ☆☆☆☆☆ 1回目袖の下開始! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(MAGENTA)
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T(" ☆☆☆☆☆ 1回目袖の下開始! ☆☆☆☆☆ \n", " ☆☆☆☆☆ Start under the first sleeve! ☆☆☆☆☆ \n") VT_RST);
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this->actor.textId = 0x7071;
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this->unk_30E = 1;
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} else {
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// "Start under the second sleeve!"
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PRINTF(VT_FGCOL(MAGENTA) " ☆☆☆☆☆ 2回目袖の下開始! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(MAGENTA) T(" ☆☆☆☆☆ 2回目袖の下開始! ☆☆☆☆☆ \n",
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" ☆☆☆☆☆ Start under the second sleeve! ☆☆☆☆☆ \n") VT_RST);
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this->actor.textId = 0x7072;
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}
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this->unk_300 = TEXT_STATE_CHOICE;
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this->actionFunc = func_80A5475C;
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} else {
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// "That's okay"
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PRINTF(VT_FGCOL(CYAN) " ☆☆☆☆☆ それはとおらんよぉ ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(CYAN) T(" ☆☆☆☆☆ それはとおらんよぉ ☆☆☆☆☆ \n", " ☆☆☆☆☆ That won't work ☆☆☆☆☆ \n") VT_RST);
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this->unk_300 = TEXT_STATE_DONE;
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this->actor.textId = 0x7029;
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this->actionFunc = func_80A5475C;
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@ -310,8 +311,9 @@ void func_80A53638(EnHeishi2* this, PlayState* play) {
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break;
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}
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}
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// "I've come!"
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PRINTF(VT_FGCOL(MAGENTA) "☆☆☆ きたきたきたぁ! ☆☆☆ %x\n" VT_RST, actor->dyna.actor.next);
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PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆ きたきたきたぁ! ☆☆☆ %x\n", "☆☆☆ It's here, it's here, it's here! ☆☆☆ %x\n")
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VT_RST,
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actor->dyna.actor.next);
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this->actionFunc = func_80A5372C;
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}
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}
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@ -395,8 +397,8 @@ void func_80A5399C(EnHeishi2* this, PlayState* play) {
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}
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this->actionFunc = func_80A5475C;
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} else {
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// "I don't know"
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PRINTF(VT_FGCOL(MAGENTA) " ☆☆☆☆☆ とおしゃしねぇちゅーの ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(MAGENTA) T(" ☆☆☆☆☆ とおしゃしねぇちゅーの ☆☆☆☆☆ \n", " ☆☆☆☆☆ There is no way out ☆☆☆☆☆ \n")
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VT_RST);
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this->actionFunc = func_80A53AD4;
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}
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}
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@ -477,8 +479,9 @@ void func_80A53D0C(EnHeishi2* this, PlayState* play) {
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break;
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}
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}
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// "I've come!"
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PRINTF(VT_FGCOL(MAGENTA) "☆☆☆ きたきたきたぁ! ☆☆☆ %x\n" VT_RST, gate->dyna.actor.next);
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PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆ きたきたきたぁ! ☆☆☆ %x\n", "☆☆☆ It's here, it's here, it's here! ☆☆☆ %x\n")
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VT_RST,
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gate->dyna.actor.next);
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this->actionFunc = func_80A53DF8;
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}
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}
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@ -679,8 +682,7 @@ void func_80A5455C(EnHeishi2* this, PlayState* play) {
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bomb->actor.velocity.y = Rand_CenteredFloat(5.0f) + 10.0f;
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}
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// "This is down!"
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PRINTF(VT_FGCOL(YELLOW) " ☆☆☆☆☆ これでダウンだ! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(YELLOW) T(" ☆☆☆☆☆ これでダウンだ! ☆☆☆☆☆ \n", " ☆☆☆☆☆ This is down! ☆☆☆☆☆ \n") VT_RST);
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this->actionFunc = func_80A546DC;
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}
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}
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@ -11,6 +11,7 @@
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#include "printf.h"
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#include "sfx.h"
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#include "terminal.h"
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#include "translation.h"
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#include "versions.h"
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#include "z_lib.h"
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#include "z64play.h"
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@ -87,8 +88,8 @@ void EnHeishi3_Init(Actor* thisx, PlayState* play) {
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this->actor.attentionRangeType = ATTENTION_RANGE_6;
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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// "Castle Gate Soldier - Power Up"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 城門兵パワーアップ ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 城門兵パワーアップ ☆☆☆☆☆ \n", "☆☆☆☆☆ Castle gate soldier power-up ☆☆☆☆☆ \n")
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VT_RST);
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this->actor.gravity = -3.0f;
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this->actor.focus.pos = this->actor.world.pos;
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@ -143,7 +144,7 @@ void EnHeishi3_StandSentinelInGrounds(EnHeishi3* this, PlayState* play) {
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sPlayerCaught = 1;
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Message_StartTextbox(play, 0x702D, &this->actor);
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Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST); // "Discovered!"
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発見! ☆☆☆☆☆ \n", "☆☆☆☆☆ Discovered! ☆☆☆☆☆ \n") VT_RST);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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#if OOT_PAL_N64
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this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_UPDATE_CULLING_DISABLED;
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@ -174,7 +175,7 @@ void EnHeishi3_StandSentinelInCastle(EnHeishi3* this, PlayState* play) {
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sPlayerCaught = 1;
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Message_StartTextbox(play, 0x702D, &this->actor);
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Sfx_PlaySfxCentered(NA_SE_SY_FOUND);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST); // "Discovered!"
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発見! ☆☆☆☆☆ \n", "☆☆☆☆☆ Discovered! ☆☆☆☆☆ \n") VT_RST);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
|
||||
#if OOT_PAL_N64
|
||||
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_UPDATE_CULLING_DISABLED;
|
||||
|
|
Loading…
Reference in New Issue