mirror of https://github.com/zeldaret/oot.git
T() dy_extra, encount2, ex_ruppy, fhg_fire, fire_rock
This commit is contained in:
parent
88b2d995db
commit
6396f591d8
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@ -13,6 +13,7 @@
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#include "sfx.h"
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#include "sfx.h"
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#include "sys_matrix.h"
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#include "sys_matrix.h"
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#include "terminal.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 "z_lib.h"
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#include "z64play.h"
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#include "z64play.h"
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@ -47,8 +48,8 @@ void EnDyExtra_Init(Actor* thisx, PlayState* play) {
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EnDyExtra* this = (EnDyExtra*)thisx;
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EnDyExtra* this = (EnDyExtra*)thisx;
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PRINTF("\n\n");
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PRINTF("\n\n");
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// "Big fairy effect"
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 大妖精効果 ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Big fairy effect ☆☆☆☆☆ %d\n") VT_RST,
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 大妖精効果 ☆☆☆☆☆ %d\n" VT_RST, this->actor.params);
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this->actor.params);
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this->type = this->actor.params;
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this->type = this->actor.params;
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this->scale.x = 0.025f;
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this->scale.x = 0.025f;
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this->scale.y = 0.039f;
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this->scale.y = 0.039f;
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@ -10,6 +10,7 @@
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#include "sfx.h"
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#include "sfx.h"
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#include "sys_matrix.h"
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#include "sys_matrix.h"
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#include "terminal.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 "z_lib.h"
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#include "z64play.h"
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#include "z64play.h"
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#include "z64player.h"
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#include "z64player.h"
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@ -57,16 +58,16 @@ void EnEncount2_Init(Actor* thisx, PlayState* play) {
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if (!this->isNotDeathMountain) {
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if (!this->isNotDeathMountain) {
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PRINTF("\n\n");
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PRINTF("\n\n");
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// "☆☆☆☆☆ Death Mountain Encount2 set ☆☆☆☆☆"
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ デスマウンテンエンカウント2セットされました ☆☆☆☆☆ %d\n",
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ デスマウンテンエンカウント2セットされました ☆☆☆☆☆ %d\n" VT_RST,
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"☆☆☆☆☆ Death Mountain Encount2 set ☆☆☆☆☆ %d\n") VT_RST,
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this->actor.params);
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this->actor.params);
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if (LINK_IS_ADULT && GET_EVENTCHKINF(EVENTCHKINF_49)) { // flag for having used fire temple blue warp
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if (LINK_IS_ADULT && GET_EVENTCHKINF(EVENTCHKINF_49)) { // flag for having used fire temple blue warp
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Actor_Kill(thisx);
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Actor_Kill(thisx);
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}
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}
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} else {
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} else {
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PRINTF("\n\n");
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PRINTF("\n\n");
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// "☆☆☆☆☆ Ganon Tower Escape Encount2 set ☆☆☆☆☆"
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ ガノンタワー脱出エンカウント2セットされました ☆☆☆☆☆ %d\n",
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ ガノンタワー脱出エンカウント2セットされました ☆☆☆☆☆ %d\n" VT_RST,
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"☆☆☆☆☆ Ganon Tower Escape Encount2 set ☆☆☆☆☆ %d\n") VT_RST,
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this->actor.params);
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this->actor.params);
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}
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}
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@ -248,12 +249,11 @@ void EnEncount2_SpawnRocks(EnEncount2* this, PlayState* play) {
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this->numSpawnedRocks++;
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this->numSpawnedRocks++;
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return;
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return;
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}
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}
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// "☆☆☆☆☆ Can't occur! ☆☆☆☆☆"
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Can't occur! ☆☆☆☆☆\n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Can't occur! ☆☆☆☆☆\n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Can't occur! ☆☆☆☆☆\n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Can't occur! ☆☆☆☆☆\n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n\n", "☆☆☆☆☆ Can't occur! ☆☆☆☆☆\n\n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n\n" VT_RST);
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}
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}
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}
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}
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}
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}
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@ -10,6 +10,7 @@
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#include "sfx.h"
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#include "sfx.h"
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#include "sys_matrix.h"
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#include "sys_matrix.h"
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#include "terminal.h"
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#include "terminal.h"
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#include "translation.h"
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#include "z_en_item00.h"
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#include "z_en_item00.h"
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#include "z_lib.h"
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#include "z_lib.h"
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#include "z64effect.h"
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#include "z64effect.h"
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@ -63,8 +64,7 @@ void EnExRuppy_Init(Actor* thisx, PlayState* play) {
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s16 temp3;
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s16 temp3;
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this->type = this->actor.params;
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this->type = this->actor.params;
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// "Index"
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ インデックス ☆☆☆☆☆ %x\n", "☆☆☆☆☆ Index ☆☆☆☆☆ %x\n") VT_RST, this->type);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ インデックス ☆☆☆☆☆ %x\n" VT_RST, this->type);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f);
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f);
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switch (this->type) {
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switch (this->type) {
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@ -134,8 +134,7 @@ void EnExRuppy_Init(Actor* thisx, PlayState* play) {
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this->colorIdx = (s16)Rand_ZeroFloat(3.99f) + 1;
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this->colorIdx = (s16)Rand_ZeroFloat(3.99f) + 1;
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}
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}
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this->actor.gravity = -3.0f;
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this->actor.gravity = -3.0f;
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// "Wow Coin"
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ わーなーコイン ☆☆☆☆☆ \n", "☆☆☆☆☆ Wow Coin ☆☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ わーなーコイン ☆☆☆☆☆ \n" VT_RST);
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this->actor.shape.shadowScale = 6.0f;
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this->actor.shape.shadowScale = 6.0f;
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this->actor.shape.yOffset = 700.0f;
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this->actor.shape.yOffset = 700.0f;
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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@ -156,8 +155,7 @@ void EnExRuppy_Init(Actor* thisx, PlayState* play) {
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break;
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break;
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}
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}
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this->actor.gravity = -3.0f;
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this->actor.gravity = -3.0f;
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// "Normal rupee"
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ ノーマルルピー ☆☆☆☆☆ \n", "☆☆☆☆☆ Normal rupee ☆☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ ノーマルルピー ☆☆☆☆☆ \n" VT_RST);
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this->actor.shape.shadowScale = 6.0f;
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this->actor.shape.shadowScale = 6.0f;
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this->actor.shape.yOffset = 700.0f;
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this->actor.shape.yOffset = 700.0f;
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
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@ -342,10 +340,10 @@ void EnExRuppy_WaitToBlowUp(EnExRuppy* this, PlayState* play) {
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parent->unk_226 = 1;
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parent->unk_226 = 1;
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}
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}
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} else {
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} else {
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// "That idiot! error"
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ そ、そんなばかな!エラー!!!!! ☆☆☆☆☆ \n",
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ そ、そんなばかな!エラー!!!!! ☆☆☆☆☆ \n" VT_RST);
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"☆☆☆☆☆ That's stupid! Error!!!!! ☆☆☆☆☆ \n") VT_RST);
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}
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}
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ バカめ! ☆☆☆☆☆ \n" VT_RST); // "Stupid!"
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ バカめ! ☆☆☆☆☆ \n", "☆☆☆☆☆ Stupid! ☆☆☆☆☆ \n") VT_RST);
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explosionScale = 100;
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explosionScale = 100;
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explosionScaleStep = 30;
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explosionScaleStep = 30;
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if (this->type == 2) {
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if (this->type == 2) {
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@ -20,6 +20,7 @@
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#include "segmented_address.h"
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#include "segmented_address.h"
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#include "sfx.h"
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#include "sfx.h"
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#include "sys_matrix.h"
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#include "sys_matrix.h"
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#include "translation.h"
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#include "z_lib.h"
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#include "z_lib.h"
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#include "z64effect.h"
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#include "z64effect.h"
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#include "z64play.h"
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#include "z64play.h"
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@ -135,9 +136,9 @@ void EnFhgFire_Init(Actor* thisx, PlayState* play) {
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this->collider.dim.height = this->actor.world.rot.x * 0.13f;
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this->collider.dim.height = this->actor.world.rot.x * 0.13f;
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this->collider.dim.yShift = 0;
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this->collider.dim.yShift = 0;
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} else if (this->actor.params == FHGFIRE_SPEAR_LIGHT) {
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} else if (this->actor.params == FHGFIRE_SPEAR_LIGHT) {
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PRINTF("yari hikari ct 1\n"); // "light spear"
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PRINTF(T("yari hikari ct 1\n", "spear light ct 1\n"));
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EnFhgFire_SetUpdate(this, EnFhgFire_SpearLight);
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EnFhgFire_SetUpdate(this, EnFhgFire_SpearLight);
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PRINTF("yari hikari ct 2\n");
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PRINTF(T("yari hikari ct 2\n", "spear light ct 2\n"));
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this->work[FHGFIRE_TIMER] = this->actor.world.rot.x;
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this->work[FHGFIRE_TIMER] = this->actor.world.rot.x;
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this->work[FHGFIRE_FIRE_MODE] = this->actor.world.rot.y;
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this->work[FHGFIRE_FIRE_MODE] = this->actor.world.rot.y;
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} else if ((this->actor.params == FHGFIRE_WARP_EMERGE) || (this->actor.params == FHGFIRE_WARP_RETREAT) ||
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} else if ((this->actor.params == FHGFIRE_WARP_EMERGE) || (this->actor.params == FHGFIRE_WARP_RETREAT) ||
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@ -655,8 +656,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
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this->actor.speed = 20.0f;
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this->actor.speed = 20.0f;
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}
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}
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Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_FIRE - SFX_FLAG);
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Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_FIRE - SFX_FLAG);
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// "Why ah ah ah ah"
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PRINTF(T("なぜだああああああああ %d\n", "Why ah ah ah ah %d\n"), this->work[FHGFIRE_VARIANCE_TIMER]);
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PRINTF("なぜだああああああああ %d\n", this->work[FHGFIRE_VARIANCE_TIMER]);
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}
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}
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}
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}
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#include "sfx.h"
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#include "sfx.h"
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#include "sys_matrix.h"
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#include "sys_matrix.h"
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#include "terminal.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 "z_lib.h"
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#include "z64debug_display.h"
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#include "z64debug_display.h"
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#include "z64effect.h"
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#include "z64effect.h"
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@ -100,16 +101,14 @@ void EnFireRock_Init(Actor* thisx, PlayState* play) {
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switch (this->type) {
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switch (this->type) {
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case FIRE_ROCK_CEILING_SPOT_SPAWNER:
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case FIRE_ROCK_CEILING_SPOT_SPAWNER:
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this->actor.draw = NULL;
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this->actor.draw = NULL;
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// "☆☆☆☆☆ ceiling waiting rock ☆☆☆☆☆"
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 天井待ち岩 ☆☆☆☆☆ \n", "☆☆☆☆☆ ceiling waiting rock ☆☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 天井待ち岩 ☆☆☆☆☆ \n" VT_RST);
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this->actionFunc = FireRock_WaitSpawnRocksFromCeiling;
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this->actionFunc = FireRock_WaitSpawnRocksFromCeiling;
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break;
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break;
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case FIRE_ROCK_ON_FLOOR:
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case FIRE_ROCK_ON_FLOOR:
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Actor_SetScale(&this->actor, 0.03f);
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Actor_SetScale(&this->actor, 0.03f);
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Collider_InitCylinder(play, &this->collider);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &D_80A12CCC);
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Collider_SetCylinder(play, &this->collider, &this->actor, &D_80A12CCC);
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// "☆☆☆☆☆ floor rock ☆☆☆☆☆"
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 床岩 ☆☆☆☆☆ \n", "☆☆☆☆☆ floor rock ☆☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 床岩 ☆☆☆☆☆ \n" VT_RST);
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this->collider.dim.radius = 23;
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this->collider.dim.radius = 23;
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this->collider.dim.height = 37;
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this->collider.dim.height = 37;
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this->collider.dim.yShift = -10;
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this->collider.dim.yShift = -10;
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@ -154,8 +153,8 @@ void EnFireRock_Init(Actor* thisx, PlayState* play) {
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this->actionFunc = EnFireRock_Fall;
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this->actionFunc = EnFireRock_Fall;
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break;
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break;
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default:
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default:
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// "☆☆☆☆☆ No such rock! ERR !!!!!! ☆☆☆☆☆"
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PRINTF(VT_FGCOL(YELLOW)
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ そんな岩はねぇ!ERR!!!!!! ☆☆☆☆☆ \n" VT_RST);
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T("☆☆☆☆☆ そんな岩はねぇ!ERR!!!!!! ☆☆☆☆☆ \n", "☆☆☆☆☆ No such rock! ERR!!!!!! ☆☆☆☆☆ \n") VT_RST);
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Actor_Kill(&this->actor);
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Actor_Kill(&this->actor);
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break;
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break;
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}
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}
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@ -169,8 +168,9 @@ void EnFireRock_Destroy(Actor* thisx, PlayState* play) {
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if ((spawner->actor.update != NULL) && (spawner->numSpawnedRocks > 0)) {
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if ((spawner->actor.update != NULL) && (spawner->numSpawnedRocks > 0)) {
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spawner->numSpawnedRocks--;
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spawner->numSpawnedRocks--;
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PRINTF("\n\n");
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PRINTF("\n\n");
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// "☆☆☆☆☆ Number of spawned instances recovery ☆☆☆☆☆%d"
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PRINTF(VT_FGCOL(GREEN)
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生数回復 ☆☆☆☆☆%d\n" VT_RST, spawner->numSpawnedRocks);
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T("☆☆☆☆☆ 発生数回復 ☆☆☆☆☆%d\n", "☆☆☆☆☆ Number of spawned instances recovery ☆☆☆☆☆%d\n") VT_RST,
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spawner->numSpawnedRocks);
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PRINTF("\n\n");
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PRINTF("\n\n");
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}
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}
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}
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}
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@ -369,8 +369,8 @@ void EnFireRock_Update(Actor* thisx, PlayState* play) {
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thisx->velocity.y = 0.0f;
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thisx->velocity.y = 0.0f;
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thisx->speed = 0.0f;
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thisx->speed = 0.0f;
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this->actionFunc = EnFireRock_SpawnMoreBrokenPieces;
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this->actionFunc = EnFireRock_SpawnMoreBrokenPieces;
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// "☆☆☆☆☆ Shield Defense Lv1 ☆☆☆☆☆"
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ シールド防御 Lv1 ☆☆☆☆☆ \n", "☆☆☆☆☆ Shield Defense Lv1 ☆☆☆☆☆ \n")
|
||||||
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ シールド防御 Lv1 ☆☆☆☆☆ \n" VT_RST);
|
VT_RST);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
setCollision = true;
|
setCollision = true;
|
||||||
|
|
Loading…
Reference in New Issue