mirror of https://github.com/zeldaret/oot.git
T() in some ovl_En_*
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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_en_item00.h"
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#include "z_lib.h"
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#include "z64effect.h"
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@ -147,8 +148,7 @@ void EnAnubice_Init(Actor* thisx, PlayState* play) {
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ANUBICE_LIMB_MAX);
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PRINTF("\n\n");
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// "☆☆☆☆☆ Anubis occurence ☆☆☆☆☆"
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ アヌビス発生 ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ アヌビス発生 ☆☆☆☆☆ \n", "☆☆☆☆☆ Anubis occurrence ☆☆☆☆☆ \n") VT_RST);
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this->actor.naviEnemyId = NAVI_ENEMY_ANUBIS;
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@ -196,9 +196,9 @@ void EnAnubice_FindFlameCircles(EnAnubice* this, PlayState* play) {
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currentProp = currentProp->next;
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} else {
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this->flameCircles[flameCirclesFound] = (BgHidanCurtain*)currentProp;
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// "☆☆☆☆☆ How many fires? ☆☆☆☆☆"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %d\n" VT_RST, flameCirclesFound);
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %x\n" VT_RST,
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %d\n", "☆☆☆☆☆ How many fires? ☆☆☆☆☆ %d\n") VT_RST,
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flameCirclesFound);
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %x\n", "☆☆☆☆☆ How many fires? ☆☆☆☆☆ %x\n") VT_RST,
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this->flameCircles[flameCirclesFound]);
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if (flameCirclesFound < ARRAY_COUNT(this->flameCircles) - 1) {
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flameCirclesFound++;
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@ -10,6 +10,7 @@
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#include "printf.h"
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#include "regs.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 "z64play.h"
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@ -40,8 +41,9 @@ void EnAnubiceTag_Init(Actor* thisx, PlayState* play) {
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EnAnubiceTag* this = (EnAnubiceTag*)thisx;
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PRINTF("\n\n");
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// "Anubis control tag generated"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ アヌビス制御タグ発生 ☆☆☆☆☆ %d\n" VT_RST, this->actor.params);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ アヌビス制御タグ発生 ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Anubis control tag generated ☆☆☆☆☆ %d\n")
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VT_RST,
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this->actor.params);
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if (this->actor.params < -1) {
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this->actor.params = 0;
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@ -10,6 +10,7 @@
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#include "segmented_address.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 "z64effect.h"
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#include "z64play.h"
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#include "z64player.h"
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@ -73,10 +74,10 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) {
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
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SkelAnime_InitFlex(play, &this->skelAnime, &gChuGirlSkel, &gChuGirlNoddingOffAnim, this->jointTable,
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this->morphTable, 11);
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// "☆ Man, my shoulders hurt~ ☆"
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PRINTF(VT_FGCOL(GREEN) "☆ もー 肩こっちゃうよねぇ〜 \t\t ☆ \n" VT_RST);
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// "☆ Isn't there some sort of job that will pay better and be more relaxing? ☆ %d"
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PRINTF(VT_FGCOL(GREEN) "☆ もっとラクしてもうかるバイトないかしら? ☆ %d\n" VT_RST, play->bombchuBowlingStatus);
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PRINTF(VT_FGCOL(GREEN) T("☆ もー 肩こっちゃうよねぇ〜 \t\t ☆ \n", "☆ Man, my shoulders hurt~ \t\t ☆ \n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆ もっとラクしてもうかるバイトないかしら? ☆ %d\n",
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"☆ Isn't there some sort of job that will pay better and be more relaxing? ☆ %d\n") VT_RST,
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play->bombchuBowlingStatus);
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this->posCopy = this->actor.world.pos;
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this->actor.shape.yOffset = -60.0f;
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Actor_SetScale(&this->actor, 0.013f);
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@ -233,12 +234,12 @@ void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play) {
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if (BREG(3)) {
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PRINTF(VT_FGCOL(RED) "☆ game_play->bomchu_game_flag ☆ %d\n" VT_RST, play->bombchuBowlingStatus);
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// "HOW'S THE FIRST WALL DOING?"
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PRINTF(VT_FGCOL(RED) "☆ 壁1の状態どう? ☆ %d\n" VT_RST, this->wallStatus[0]);
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// "HOW'S THE SECOND WALL DOING?"
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PRINTF(VT_FGCOL(RED) "☆ 壁2の状態どう? ☆ %d\n" VT_RST, this->wallStatus[1]);
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// "HOLE INFORMATION"
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PRINTF(VT_FGCOL(RED) "☆ 穴情報\t ☆ %d\n" VT_RST, this->bowlPit->status);
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PRINTF(VT_FGCOL(RED) T("☆ 壁1の状態どう? ☆ %d\n", "☆ What's the state of wall 1? ☆ %d\n") VT_RST,
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this->wallStatus[0]);
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PRINTF(VT_FGCOL(RED) T("☆ 壁2の状態どう? ☆ %d\n", "☆ What's the state of wall 2? ☆ %d\n") VT_RST,
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this->wallStatus[1]);
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PRINTF(VT_FGCOL(RED) T("☆ 穴情報\t ☆ %d\n", "☆ Hole Information\t ☆ %d\n") VT_RST,
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this->bowlPit->status);
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PRINTF("\n\n");
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}
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@ -248,15 +249,13 @@ void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play) {
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if ((this->wallStatus[0] != 1) && (this->wallStatus[1] != 1) && (this->bowlPit->status == 2)) {
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this->gameResult = 1; // Won
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this->bowlPit->status = 0;
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// "Center HIT!"
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PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ 中央HIT!!!! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 中央HIT!!!! ☆☆☆☆☆ \n", "☆☆☆☆☆ Center HIT!!!! ☆☆☆☆☆ \n") VT_RST);
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}
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if ((play->bombchuBowlingStatus == -1) && (play->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].length == 0) &&
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(this->bowlPit->status == 0) && (this->wallStatus[0] != 1) && (this->wallStatus[1] != 1)) {
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this->gameResult = 2; // Lost
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// "Bombchu lost"
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PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ ボムチュウ消化 ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ ボムチュウ消化 ☆☆☆☆☆ \n", "☆☆☆☆☆ Bombchu digestion ☆☆☆☆☆ \n") VT_RST);
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}
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}
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@ -470,8 +469,7 @@ void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play) {
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BREG(2) = 0;
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}
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// "Wow"
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PRINTF(VT_FGCOL(YELLOW) "☆ わー ☆ %d\n" VT_RST, play->bombchuBowlingStatus);
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PRINTF(VT_FGCOL(YELLOW) T("☆ わー ☆ %d\n", "☆ Wow ☆ %d\n") VT_RST, play->bombchuBowlingStatus);
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Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
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this->actionFunc = EnBomBowlMan_SetupRunGame;
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}
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@ -5,6 +5,7 @@
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#include "regs.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 "z_lib.h"
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#include "z64play.h"
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#include "z64player.h"
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@ -208,12 +209,10 @@ void EnBomBowlPit_WaitTillPrizeGiven(EnBomBowlPit* this, PlayState* play) {
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void EnBomBowlPit_Reset(EnBomBowlPit* this, PlayState* play) {
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if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
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// "Normal termination"/"completion"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 正常終了 ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 正常終了 ☆☆☆☆☆ \n", "☆☆☆☆☆ Normal termination ☆☆☆☆☆ \n") VT_RST);
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if (this->getItemId == GI_HEART_PIECE) {
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gSaveContext.healthAccumulator = 0x140;
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// "Ah recovery!" (?)
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ あぁ回復! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ あぁ回復! ☆☆☆☆☆ \n", "☆☆☆☆☆ Ah recovery! ☆☆☆☆☆ \n") VT_RST);
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}
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this->exItemDone = 0;
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this->status = 2;
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@ -16,6 +16,7 @@
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#include "sfx.h"
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#include "sys_math3d.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 "z64play.h"
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#include "z64player.h"
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@ -182,8 +183,8 @@ void EnButte_Init(Actor* thisx, PlayState* play) {
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EnButte_SetupFlyAround(this);
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this->actor.shape.rot.x -= 0x2320;
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this->drawSkelAnime = true;
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// "field keep butterfly"
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PRINTF("(field keep 蝶)(%x)(arg_data 0x%04x)\n", this, this->actor.params);
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PRINTF(T("(field keep 蝶)(%x)(arg_data 0x%04x)\n", "(field keep butterfly)(%x)(arg_data 0x%04x)\n"), this,
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this->actor.params);
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}
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void EnButte_Destroy(Actor* thisx, PlayState* play2) {
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@ -13,6 +13,7 @@
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#include "rand.h"
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#include "regs.h"
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#include "terminal.h"
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#include "translation.h"
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#include "z64debug_display.h"
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#include "z64play.h"
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#include "z64save.h"
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@ -92,14 +93,14 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
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}
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PRINTF("\n\n");
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// "Treasure generation (which room is it?)"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 宝発生(部屋はどれ?) %d\n" VT_RST, play->roomCtx.curRoom.num);
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// "How is the Bit?"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ ビットは? \t %x\n" VT_RST, play->actorCtx.flags.chest);
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// "How is the Save BIT?"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ セーブBITは? %x\n" VT_RST, sTreasureFlags[minigameRoomNum]);
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// "Is it already a zombie?"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ もう、ゾンビ?\t %d\n" VT_RST, this->roomChestsOpened);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 宝発生(部屋はどれ?) %d\n", "☆☆☆☆☆ Treasure found (which room?) %d\n") VT_RST,
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play->roomCtx.curRoom.num);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ ビットは? \t %x\n", "☆☆☆☆☆ What about bits? \t %x\n") VT_RST,
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play->actorCtx.flags.chest);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ セーブBITは? %x\n", "☆☆☆☆☆ What is the save BIT? %x\n") VT_RST,
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sTreasureFlags[minigameRoomNum]);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ もう、ゾンビ?\t %d\n", "☆☆☆☆☆ Already a zombie?\t %d\n") VT_RST,
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this->roomChestsOpened);
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PRINTF("\n\n");
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minigameRoomNum *= 2;
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@ -120,8 +121,9 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
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0xFF;
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Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_ETCETERA, 20.0f, 20.0f, -2500.0f, 0, 0, 0,
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((sTreasureFlags[5] & 0x1F) << 8) + rewardParams);
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// "Central treasure instance/occurrence (GREAT)"
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 中央宝発生(GREAT) ☆☆☆☆☆ %x\n" VT_RST, rewardChestParams);
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 中央宝発生(GREAT) ☆☆☆☆☆ %x\n",
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"☆☆☆☆☆ Central treasure occurrence (GREAT) ☆☆☆☆☆ %x\n") VT_RST,
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rewardChestParams);
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this->actionFunc = EnChanger_SetHeartPieceFlag;
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return;
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}
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@ -157,14 +159,15 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
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leftChestParams);
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if (this->leftChest != NULL) {
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// "Left treasure generation (what does it contain?)"
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PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ 左宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n" VT_RST, leftChestParams);
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// "What is the room number?"
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PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ 部屋番号は? %x\n" VT_RST, play->roomCtx.curRoom.num);
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// "What is the bit?"
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PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ ビットはなぁに? %x\n" VT_RST, this->rightChestNum);
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PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 左宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n",
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"☆☆☆☆☆ Left treasure generation (what does it contain?) ☆☆☆☆☆ %x\n") VT_RST,
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leftChestParams);
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PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 部屋番号は? %x\n", "☆☆☆☆☆ What is the room number? %x\n") VT_RST,
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play->roomCtx.curRoom.num);
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PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ ビットはなぁに? %x\n", "☆☆☆☆☆ What is the bit? %x\n") VT_RST,
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this->rightChestNum);
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// "Sukesuke-kun" (something to do with being invisible)
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PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ すけすけ君? %x\n" VT_RST, rightChestItem);
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PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ すけすけ君? %x\n", "☆☆☆☆☆ See-through guy? %x\n") VT_RST, rightChestItem);
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PRINTF("\n\n");
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if (this->roomChestsOpened) {
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Flags_SetTreasure(play, this->leftChestNum & 0x1F);
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@ -181,14 +184,15 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
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rightChestParams);
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if (this->rightChest != NULL) {
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// "Right treasure generation (what does it contain?)"
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PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ 右宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n" VT_RST, rightChestParams);
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// "What is the room number?"
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PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ 部屋番号は? %d\n" VT_RST, play->roomCtx.curRoom.num);
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// "What is the bit?"
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PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ ビットはなぁに? %x\n" VT_RST, this->leftChestNum);
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PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ 右宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n",
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"☆☆☆☆☆ Right treasure generation (what does it contain?) ☆☆☆☆☆ %x\n") VT_RST,
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rightChestParams);
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PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ 部屋番号は? %d\n", "☆☆☆☆☆ What is the room number? %d\n") VT_RST,
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play->roomCtx.curRoom.num);
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PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ ビットはなぁに? %x\n", "☆☆☆☆☆ What is the bit? %x\n") VT_RST,
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this->leftChestNum);
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// "Sukesuke-kun" (something to do with being invisible)
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PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ すけすけ君? %x\n" VT_RST, leftChestItem);
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PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ すけすけ君? %x\n", "☆☆☆☆☆ See-through guy? %x\n") VT_RST, leftChestItem);
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PRINTF("\n\n");
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if (this->roomChestsOpened) {
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@ -249,8 +253,9 @@ void EnChanger_OpenChests(EnChanger* this, PlayState* play) {
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} else {
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unopenedChestItemType =
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(s16)(this->rightChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_GREEN_RUPEE_CHEST;
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// "Open right treasure (chest)"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 右宝開く ☆☆☆☆☆ %d\n" VT_RST, unopenedChestItemType);
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 右宝開く ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Right treasure open ☆☆☆☆☆ %d\n")
|
||||
VT_RST,
|
||||
unopenedChestItemType);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
|
||||
unopenedChestItemType);
|
||||
}
|
||||
|
@ -267,8 +272,8 @@ void EnChanger_OpenChests(EnChanger* this, PlayState* play) {
|
|||
} else {
|
||||
unopenedChestItemType =
|
||||
(s16)(this->leftChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_GREEN_RUPEE_CHEST;
|
||||
// "Open left treasure (chest)"
|
||||
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 左宝開く ☆☆☆☆☆ %d\n" VT_RST, unopenedChestItemType);
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 左宝開く ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Left treasure open ☆☆☆☆☆ %d\n") VT_RST,
|
||||
unopenedChestItemType);
|
||||
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
|
||||
unopenedChestItemType);
|
||||
}
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include "sequence.h"
|
||||
#include "sfx.h"
|
||||
#include "terminal.h"
|
||||
#include "translation.h"
|
||||
#include "z_lib.h"
|
||||
#include "z64audio.h"
|
||||
#include "z64effect.h"
|
||||
|
@ -497,8 +498,7 @@ void func_809EEA90(EnDivingGame* this, PlayState* play) {
|
|||
void func_809EEAF8(EnDivingGame* this, PlayState* play) {
|
||||
SkelAnime_Update(&this->skelAnime);
|
||||
if (Message_GetState(&play->msgCtx) == TEXT_STATE_DONE && Message_ShouldAdvance(play)) {
|
||||
// "Successful completion"
|
||||
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 正常終了 ☆☆☆☆☆ \n" VT_RST);
|
||||
PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 正常終了 ☆☆☆☆☆ \n", "☆☆☆☆☆ Normal termination ☆☆☆☆☆ \n") VT_RST);
|
||||
this->allRupeesThrown = this->state = this->phase = this->unk_2A2 = this->grabbedRupeesCounter = 0;
|
||||
SET_EVENTCHKINF(EVENTCHKINF_38);
|
||||
this->actionFunc = func_809EDCB0;
|
||||
|
|
Loading…
Reference in New Issue