T() in some ovl_En_*

This commit is contained in:
Dragorn421 2025-05-23 19:05:38 +02:00
parent f7073a7837
commit a8fccaef13
No known key found for this signature in database
GPG Key ID: 381AEBAF3D429335
7 changed files with 64 additions and 59 deletions

View File

@ -17,6 +17,7 @@
#include "sfx.h" #include "sfx.h"
#include "sys_matrix.h" #include "sys_matrix.h"
#include "terminal.h" #include "terminal.h"
#include "translation.h"
#include "z_en_item00.h" #include "z_en_item00.h"
#include "z_lib.h" #include "z_lib.h"
#include "z64effect.h" #include "z64effect.h"
@ -147,8 +148,7 @@ void EnAnubice_Init(Actor* thisx, PlayState* play) {
ANUBICE_LIMB_MAX); ANUBICE_LIMB_MAX);
PRINTF("\n\n"); PRINTF("\n\n");
// "☆☆☆☆☆ Anubis occurence ☆☆☆☆☆" PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ アヌビス発生 ☆☆☆☆☆ \n", "☆☆☆☆☆ Anubis occurrence ☆☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ アヌビス発生 ☆☆☆☆☆ \n" VT_RST);
this->actor.naviEnemyId = NAVI_ENEMY_ANUBIS; this->actor.naviEnemyId = NAVI_ENEMY_ANUBIS;
@ -196,9 +196,9 @@ void EnAnubice_FindFlameCircles(EnAnubice* this, PlayState* play) {
currentProp = currentProp->next; currentProp = currentProp->next;
} else { } else {
this->flameCircles[flameCirclesFound] = (BgHidanCurtain*)currentProp; this->flameCircles[flameCirclesFound] = (BgHidanCurtain*)currentProp;
// "☆☆☆☆☆ How many fires? ☆☆☆☆☆" PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %d\n", "☆☆☆☆☆ How many fires? ☆☆☆☆☆ %d\n") VT_RST,
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %d\n" VT_RST, flameCirclesFound); flameCirclesFound);
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %x\n" VT_RST, PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 火は幾つ? ☆☆☆☆☆ %x\n", "☆☆☆☆☆ How many fires? ☆☆☆☆☆ %x\n") VT_RST,
this->flameCircles[flameCirclesFound]); this->flameCircles[flameCirclesFound]);
if (flameCirclesFound < ARRAY_COUNT(this->flameCircles) - 1) { if (flameCirclesFound < ARRAY_COUNT(this->flameCircles) - 1) {
flameCirclesFound++; flameCirclesFound++;

View File

@ -10,6 +10,7 @@
#include "printf.h" #include "printf.h"
#include "regs.h" #include "regs.h"
#include "terminal.h" #include "terminal.h"
#include "translation.h"
#include "z_lib.h" #include "z_lib.h"
#include "z64debug_display.h" #include "z64debug_display.h"
#include "z64play.h" #include "z64play.h"
@ -40,8 +41,9 @@ void EnAnubiceTag_Init(Actor* thisx, PlayState* play) {
EnAnubiceTag* this = (EnAnubiceTag*)thisx; EnAnubiceTag* this = (EnAnubiceTag*)thisx;
PRINTF("\n\n"); PRINTF("\n\n");
// "Anubis control tag generated" PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ アヌビス制御タグ発生 ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Anubis control tag generated ☆☆☆☆☆ %d\n")
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ アヌビス制御タグ発生 ☆☆☆☆☆ %d\n" VT_RST, this->actor.params); VT_RST,
this->actor.params);
if (this->actor.params < -1) { if (this->actor.params < -1) {
this->actor.params = 0; this->actor.params = 0;

View File

@ -10,6 +10,7 @@
#include "segmented_address.h" #include "segmented_address.h"
#include "sfx.h" #include "sfx.h"
#include "terminal.h" #include "terminal.h"
#include "translation.h"
#include "z64effect.h" #include "z64effect.h"
#include "z64play.h" #include "z64play.h"
#include "z64player.h" #include "z64player.h"
@ -73,10 +74,10 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f); ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 30.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gChuGirlSkel, &gChuGirlNoddingOffAnim, this->jointTable, SkelAnime_InitFlex(play, &this->skelAnime, &gChuGirlSkel, &gChuGirlNoddingOffAnim, this->jointTable,
this->morphTable, 11); this->morphTable, 11);
// "☆ Man, my shoulders hurt~ ☆" 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);
PRINTF(VT_FGCOL(GREEN) "☆ もー 肩こっちゃうよねぇ〜 \t\t\n" VT_RST); 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",
// "☆ Isn't there some sort of job that will pay better and be more relaxing? ☆ %d" "☆ Isn't there some sort of job that will pay better and be more relaxing? ☆ %d\n") VT_RST,
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); play->bombchuBowlingStatus);
this->posCopy = this->actor.world.pos; this->posCopy = this->actor.world.pos;
this->actor.shape.yOffset = -60.0f; this->actor.shape.yOffset = -60.0f;
Actor_SetScale(&this->actor, 0.013f); Actor_SetScale(&this->actor, 0.013f);
@ -233,12 +234,12 @@ void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play) {
if (BREG(3)) { if (BREG(3)) {
PRINTF(VT_FGCOL(RED) "☆ game_play->bomchu_game_flag ☆ %d\n" VT_RST, play->bombchuBowlingStatus); PRINTF(VT_FGCOL(RED) "☆ game_play->bomchu_game_flag ☆ %d\n" VT_RST, play->bombchuBowlingStatus);
// "HOW'S THE FIRST WALL DOING?" 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,
PRINTF(VT_FGCOL(RED) "☆ 壁1の状態どう? ☆ %d\n" VT_RST, this->wallStatus[0]); this->wallStatus[0]);
// "HOW'S THE SECOND WALL DOING?" 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,
PRINTF(VT_FGCOL(RED) "☆ 壁2の状態どう? ☆ %d\n" VT_RST, this->wallStatus[1]); this->wallStatus[1]);
// "HOLE INFORMATION" PRINTF(VT_FGCOL(RED) T("☆ 穴情報\t ☆ %d\n", "☆ Hole Information\t ☆ %d\n") VT_RST,
PRINTF(VT_FGCOL(RED) "☆ 穴情報\t ☆ %d\n" VT_RST, this->bowlPit->status); this->bowlPit->status);
PRINTF("\n\n"); PRINTF("\n\n");
} }
@ -248,15 +249,13 @@ void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play) {
if ((this->wallStatus[0] != 1) && (this->wallStatus[1] != 1) && (this->bowlPit->status == 2)) { if ((this->wallStatus[0] != 1) && (this->wallStatus[1] != 1) && (this->bowlPit->status == 2)) {
this->gameResult = 1; // Won this->gameResult = 1; // Won
this->bowlPit->status = 0; this->bowlPit->status = 0;
// "Center HIT!" PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 中央HIT!!!! ☆☆☆☆☆ \n", "☆☆☆☆☆ Center HIT!!!! ☆☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ 中央HIT!!!! ☆☆☆☆☆ \n" VT_RST);
} }
if ((play->bombchuBowlingStatus == -1) && (play->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].length == 0) && if ((play->bombchuBowlingStatus == -1) && (play->actorCtx.actorLists[ACTORCAT_EXPLOSIVE].length == 0) &&
(this->bowlPit->status == 0) && (this->wallStatus[0] != 1) && (this->wallStatus[1] != 1)) { (this->bowlPit->status == 0) && (this->wallStatus[0] != 1) && (this->wallStatus[1] != 1)) {
this->gameResult = 2; // Lost this->gameResult = 2; // Lost
// "Bombchu lost" PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ ボムチュウ消化 ☆☆☆☆☆ \n", "☆☆☆☆☆ Bombchu digestion ☆☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ ボムチュウ消化 ☆☆☆☆☆ \n" VT_RST);
} }
} }
@ -470,8 +469,7 @@ void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play) {
BREG(2) = 0; BREG(2) = 0;
} }
// "Wow" PRINTF(VT_FGCOL(YELLOW) T("☆ わー ☆ %d\n", "☆ Wow ☆ %d\n") VT_RST, play->bombchuBowlingStatus);
PRINTF(VT_FGCOL(YELLOW) "☆ わー ☆ %d\n" VT_RST, play->bombchuBowlingStatus);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7); Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actionFunc = EnBomBowlMan_SetupRunGame; this->actionFunc = EnBomBowlMan_SetupRunGame;
} }

View File

@ -5,6 +5,7 @@
#include "regs.h" #include "regs.h"
#include "sfx.h" #include "sfx.h"
#include "terminal.h" #include "terminal.h"
#include "translation.h"
#include "z_lib.h" #include "z_lib.h"
#include "z64play.h" #include "z64play.h"
#include "z64player.h" #include "z64player.h"
@ -208,12 +209,10 @@ void EnBomBowlPit_WaitTillPrizeGiven(EnBomBowlPit* this, PlayState* play) {
void EnBomBowlPit_Reset(EnBomBowlPit* this, PlayState* play) { void EnBomBowlPit_Reset(EnBomBowlPit* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) { if ((Message_GetState(&play->msgCtx) == TEXT_STATE_DONE) && Message_ShouldAdvance(play)) {
// "Normal termination"/"completion" PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 正常終了 ☆☆☆☆☆ \n", "☆☆☆☆☆ Normal termination ☆☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 正常終了 ☆☆☆☆☆ \n" VT_RST);
if (this->getItemId == GI_HEART_PIECE) { if (this->getItemId == GI_HEART_PIECE) {
gSaveContext.healthAccumulator = 0x140; gSaveContext.healthAccumulator = 0x140;
// "Ah recovery!" (?) PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ あぁ回復! ☆☆☆☆☆ \n", "☆☆☆☆☆ Ah recovery! ☆☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ あぁ回復! ☆☆☆☆☆ \n" VT_RST);
} }
this->exItemDone = 0; this->exItemDone = 0;
this->status = 2; this->status = 2;

View File

@ -16,6 +16,7 @@
#include "sfx.h" #include "sfx.h"
#include "sys_math3d.h" #include "sys_math3d.h"
#include "sys_matrix.h" #include "sys_matrix.h"
#include "translation.h"
#include "z_lib.h" #include "z_lib.h"
#include "z64play.h" #include "z64play.h"
#include "z64player.h" #include "z64player.h"
@ -182,8 +183,8 @@ void EnButte_Init(Actor* thisx, PlayState* play) {
EnButte_SetupFlyAround(this); EnButte_SetupFlyAround(this);
this->actor.shape.rot.x -= 0x2320; this->actor.shape.rot.x -= 0x2320;
this->drawSkelAnime = true; this->drawSkelAnime = true;
// "field keep butterfly" PRINTF(T("(field keep 蝶)(%x)(arg_data 0x%04x)\n", "(field keep butterfly)(%x)(arg_data 0x%04x)\n"), this,
PRINTF("(field keep 蝶)(%x)(arg_data 0x%04x)\n", this, this->actor.params); this->actor.params);
} }
void EnButte_Destroy(Actor* thisx, PlayState* play2) { void EnButte_Destroy(Actor* thisx, PlayState* play2) {

View File

@ -13,6 +13,7 @@
#include "rand.h" #include "rand.h"
#include "regs.h" #include "regs.h"
#include "terminal.h" #include "terminal.h"
#include "translation.h"
#include "z64debug_display.h" #include "z64debug_display.h"
#include "z64play.h" #include "z64play.h"
#include "z64save.h" #include "z64save.h"
@ -92,14 +93,14 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
} }
PRINTF("\n\n"); PRINTF("\n\n");
// "Treasure generation (which room is it?)" PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 宝発生(部屋はどれ?) %d\n", "☆☆☆☆☆ Treasure found (which room?) %d\n") VT_RST,
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 宝発生(部屋はどれ?) %d\n" VT_RST, play->roomCtx.curRoom.num); play->roomCtx.curRoom.num);
// "How is the Bit?" PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ ビットは? \t %x\n", "☆☆☆☆☆ What about bits? \t %x\n") VT_RST,
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ ビットは? \t %x\n" VT_RST, play->actorCtx.flags.chest); play->actorCtx.flags.chest);
// "How is the Save BIT?" PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ セーブBITは? %x\n", "☆☆☆☆☆ What is the save BIT? %x\n") VT_RST,
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ セーブBITは? %x\n" VT_RST, sTreasureFlags[minigameRoomNum]); sTreasureFlags[minigameRoomNum]);
// "Is it already a zombie?" PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ もう、ゾンビ?\t %d\n", "☆☆☆☆☆ Already a zombie?\t %d\n") VT_RST,
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ もう、ゾンビ?\t %d\n" VT_RST, this->roomChestsOpened); this->roomChestsOpened);
PRINTF("\n\n"); PRINTF("\n\n");
minigameRoomNum *= 2; minigameRoomNum *= 2;
@ -120,8 +121,9 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
0xFF; 0xFF;
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_ETCETERA, 20.0f, 20.0f, -2500.0f, 0, 0, 0, Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_ETCETERA, 20.0f, 20.0f, -2500.0f, 0, 0, 0,
((sTreasureFlags[5] & 0x1F) << 8) + rewardParams); ((sTreasureFlags[5] & 0x1F) << 8) + rewardParams);
// "Central treasure instance/occurrence (GREAT)" PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 中央宝発生() ☆☆☆☆☆ %x\n",
PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 中央宝発生() ☆☆☆☆☆ %x\n" VT_RST, rewardChestParams); "☆☆☆☆☆ Central treasure occurrence (GREAT) ☆☆☆☆☆ %x\n") VT_RST,
rewardChestParams);
this->actionFunc = EnChanger_SetHeartPieceFlag; this->actionFunc = EnChanger_SetHeartPieceFlag;
return; return;
} }
@ -157,14 +159,15 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
leftChestParams); leftChestParams);
if (this->leftChest != NULL) { if (this->leftChest != NULL) {
// "Left treasure generation (what does it contain?)" PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 左宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n",
PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ 左宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n" VT_RST, leftChestParams); "☆☆☆☆☆ Left treasure generation (what does it contain?) ☆☆☆☆☆ %x\n") VT_RST,
// "What is the room number?" leftChestParams);
PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ 部屋番号は? %x\n" VT_RST, play->roomCtx.curRoom.num); PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 部屋番号は? %x\n", "☆☆☆☆☆ What is the room number? %x\n") VT_RST,
// "What is the bit?" play->roomCtx.curRoom.num);
PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ ビットはなぁに? %x\n" VT_RST, this->rightChestNum); PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ ビットはなぁに? %x\n", "☆☆☆☆☆ What is the bit? %x\n") VT_RST,
this->rightChestNum);
// "Sukesuke-kun" (something to do with being invisible) // "Sukesuke-kun" (something to do with being invisible)
PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ すけすけ君? %x\n" VT_RST, rightChestItem); PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ すけすけ君? %x\n", "☆☆☆☆☆ See-through guy? %x\n") VT_RST, rightChestItem);
PRINTF("\n\n"); PRINTF("\n\n");
if (this->roomChestsOpened) { if (this->roomChestsOpened) {
Flags_SetTreasure(play, this->leftChestNum & 0x1F); Flags_SetTreasure(play, this->leftChestNum & 0x1F);
@ -181,14 +184,15 @@ void EnChanger_Init(Actor* thisx, PlayState* play2) {
rightChestParams); rightChestParams);
if (this->rightChest != NULL) { if (this->rightChest != NULL) {
// "Right treasure generation (what does it contain?)" PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ 右宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n",
PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ 右宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n" VT_RST, rightChestParams); "☆☆☆☆☆ Right treasure generation (what does it contain?) ☆☆☆☆☆ %x\n") VT_RST,
// "What is the room number?" rightChestParams);
PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ 部屋番号は? %d\n" VT_RST, play->roomCtx.curRoom.num); PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ 部屋番号は? %d\n", "☆☆☆☆☆ What is the room number? %d\n") VT_RST,
// "What is the bit?" play->roomCtx.curRoom.num);
PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ ビットはなぁに? %x\n" VT_RST, this->leftChestNum); PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ ビットはなぁに? %x\n", "☆☆☆☆☆ What is the bit? %x\n") VT_RST,
this->leftChestNum);
// "Sukesuke-kun" (something to do with being invisible) // "Sukesuke-kun" (something to do with being invisible)
PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ すけすけ君? %x\n" VT_RST, leftChestItem); PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ すけすけ君? %x\n", "☆☆☆☆☆ See-through guy? %x\n") VT_RST, leftChestItem);
PRINTF("\n\n"); PRINTF("\n\n");
if (this->roomChestsOpened) { if (this->roomChestsOpened) {
@ -249,8 +253,9 @@ void EnChanger_OpenChests(EnChanger* this, PlayState* play) {
} else { } else {
unopenedChestItemType = unopenedChestItemType =
(s16)(this->rightChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_GREEN_RUPEE_CHEST; (s16)(this->rightChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_GREEN_RUPEE_CHEST;
// "Open right treasure (chest)" PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 右宝開く ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Right treasure open ☆☆☆☆☆ %d\n")
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 右宝開く ☆☆☆☆☆ %d\n" VT_RST, unopenedChestItemType); VT_RST,
unopenedChestItemType);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
unopenedChestItemType); unopenedChestItemType);
} }
@ -267,8 +272,8 @@ void EnChanger_OpenChests(EnChanger* this, PlayState* play) {
} else { } else {
unopenedChestItemType = unopenedChestItemType =
(s16)(this->leftChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_GREEN_RUPEE_CHEST; (s16)(this->leftChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_GREEN_RUPEE_CHEST;
// "Open left treasure (chest)" PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 左宝開く ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Left treasure open ☆☆☆☆☆ %d\n") VT_RST,
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 左宝開く ☆☆☆☆☆ %d\n" VT_RST, unopenedChestItemType); unopenedChestItemType);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0, Actor_Spawn(&play->actorCtx, play, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
unopenedChestItemType); unopenedChestItemType);
} }

View File

@ -17,6 +17,7 @@
#include "sequence.h" #include "sequence.h"
#include "sfx.h" #include "sfx.h"
#include "terminal.h" #include "terminal.h"
#include "translation.h"
#include "z_lib.h" #include "z_lib.h"
#include "z64audio.h" #include "z64audio.h"
#include "z64effect.h" #include "z64effect.h"
@ -497,8 +498,7 @@ void func_809EEA90(EnDivingGame* this, PlayState* play) {
void func_809EEAF8(EnDivingGame* this, PlayState* play) { void func_809EEAF8(EnDivingGame* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime); SkelAnime_Update(&this->skelAnime);
if (Message_GetState(&play->msgCtx) == TEXT_STATE_DONE && Message_ShouldAdvance(play)) { if (Message_GetState(&play->msgCtx) == TEXT_STATE_DONE && Message_ShouldAdvance(play)) {
// "Successful completion" PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 正常終了 ☆☆☆☆☆ \n", "☆☆☆☆☆ Normal termination ☆☆☆☆☆ \n") VT_RST);
PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 正常終了 ☆☆☆☆☆ \n" VT_RST);
this->allRupeesThrown = this->state = this->phase = this->unk_2A2 = this->grabbedRupeesCounter = 0; this->allRupeesThrown = this->state = this->phase = this->unk_2A2 = this->grabbedRupeesCounter = 0;
SET_EVENTCHKINF(EVENTCHKINF_38); SET_EVENTCHKINF(EVENTCHKINF_38);
this->actionFunc = func_809EDCB0; this->actionFunc = func_809EDCB0;