diff --git a/src/overlays/actors/ovl_En_Dns/z_en_dns.c b/src/overlays/actors/ovl_En_Dns/z_en_dns.c index c690638570..399f417aa1 100644 --- a/src/overlays/actors/ovl_En_Dns/z_en_dns.c +++ b/src/overlays/actors/ovl_En_Dns/z_en_dns.c @@ -12,6 +12,7 @@ #include "printf.h" #include "sfx.h" #include "terminal.h" +#include "translation.h" #include "z_en_item00.h" #include "z_lib.h" #include "z64effect.h" @@ -93,17 +94,17 @@ static u16 sStartingTextIds[] = { #if DEBUG_FEATURES static char* sItemDebugTxt[] = { - "デクの実売り ", // "Deku Nuts" - "デクの棒売り ", // "Deku Sticks" - "ハートの欠片売り ", // "Piece of Heart" - "デクの種売り ", // "Deku Seeds" - "デクの盾売り ", // "Deku Shield" - "バクダン売り ", // "Bombs" - "矢売り ", // "Arrows" - "赤のくすり売り ", // "Red Potion" - "緑のくすり売り ", // "Green Potion" - "デクの棒持てる数を増やす", // "Deku Stick Upgrade" - "デクの実持てる数を増やす", // "Deku Nut Upgrade" + T("デクの実売り ", "Deku Nuts "), + T("デクの棒売り ", "Deku Sticks "), + T("ハートの欠片売り ", "Piece of Heart "), + T("デクの種売り ", "Deku Seeds "), + T("デクの盾売り ", "Deku Shield "), + T("バクダン売り ", "Bombs "), + T("矢売り ", "Arrows "), + T("赤のくすり売り ", "Red Potion "), + T("緑のくすり売り ", "Green Potion "), + T("デクの棒持てる数を増やす", "Deku Stick Upgrade "), + T("デクの実持てる数を増やす", "Deku Nut Upgrade "), }; #endif @@ -143,8 +144,9 @@ void EnDns_Init(Actor* thisx, PlayState* play) { EnDns* this = (EnDns*)thisx; if (DNS_GET_TYPE(&this->actor) < 0) { - // "Function Error (Deku Salesman)" - PRINTF(VT_FGCOL(RED) "引数エラー(売りナッツ)[ arg_data = %d ]" VT_RST "\n", this->actor.params); + PRINTF(VT_FGCOL(RED) T("引数エラー(売りナッツ)[ arg_data = %d ]", + "Argument error (selling nuts) [ arg_data = %d ]") VT_RST "\n", + this->actor.params); Actor_Kill(&this->actor); return; } @@ -154,8 +156,8 @@ void EnDns_Init(Actor* thisx, PlayState* play) { DNS_GET_TYPE(&this->actor) = DNS_TYPE_DEKU_SEEDS_30; } - // "Deku Salesman" - PRINTF(VT_FGCOL(GREEN) "◆◆◆ 売りナッツ『%s』 ◆◆◆" VT_RST "\n", sItemDebugTxt[DNS_GET_TYPE(&this->actor)]); + PRINTF(VT_FGCOL(GREEN) T("◆◆◆ 売りナッツ『%s』 ◆◆◆", "◆◆◆ Selling nuts『%s』 ◆◆◆") VT_RST "\n", + sItemDebugTxt[DNS_GET_TYPE(&this->actor)]); Actor_ProcessInitChain(&this->actor, sInitChain);