diff --git a/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.c b/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.c index 2230b86d35..028606443f 100644 --- a/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.c +++ b/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.c @@ -218,7 +218,6 @@ void BgMoriElevator_SetPosition(BgMoriElevator* this, PlayState* play) { this->targetY = 233.0f; BgMoriElevator_StopMovement(this); } else { - // "Error:Forest Temple obj elevator Room setting is dangerous(%s %d)" PRINTF(T("Error : 森の神殿 obj elevator 部屋設定が危険(%s %d)\n", "Error : Forest Temple obj elevator room setting is dangerous(%s %d)\n"), "../z_bg_mori_elevator.c", 479); diff --git a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c index c8e6e15450..c12ca1e950 100644 --- a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c +++ b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c @@ -26,6 +26,7 @@ #include "sfx.h" #include "sys_matrix.h" #include "terminal.h" +#include "translation.h" #include "z_lib.h" #include "z64audio.h" #include "z64effect.h" @@ -1785,20 +1786,17 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) { } if (this->coreCollider.base.acFlags & AC_HIT) { ColliderElement* acHitElem = this->coreCollider.elem.acHitElem; - // "hit!!" - PRINTF("Core_Damage_check 当り!!\n"); + PRINTF(T("Core_Damage_check 当り!!\n", "Core_Damage_check hit!!\n")); this->coreCollider.base.acFlags &= ~AC_HIT; if ((acHitElem->atDmgInfo.dmgFlags & DMG_MAGIC_FIRE) && (this->work[MO_TENT_ACTION_STATE] == MO_CORE_ATTACK)) { this->work[MO_TENT_ACTION_STATE] = MO_CORE_RETREAT; } - // "hit 2 !!" - PRINTF("Core_Damage_check 当り 2 !!\n"); + PRINTF(T("Core_Damage_check 当り 2 !!\n", "Core_Damage_check hit 2 !!\n")); if ((this->work[MO_TENT_ACTION_STATE] != MO_CORE_UNDERWATER) && (this->work[MO_TENT_INVINC_TIMER] == 0)) { u8 damage = CollisionCheck_GetSwordDamage(acHitElem->atDmgInfo.dmgFlags); if ((damage != 0) && (this->work[MO_TENT_ACTION_STATE] < MO_CORE_ATTACK)) { - // "sword hit !!" - PRINTF("Core_Damage_check 剣 当り!!\n"); + PRINTF(T("Core_Damage_check 剣 当り!!\n", "Core_Damage_check sword hit!!\n")); this->work[MO_TENT_ACTION_STATE] = MO_CORE_STUNNED; this->timers[0] = 25; @@ -1868,8 +1866,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) { } } } - // "end !!" - PRINTF("Core_Damage_check 終わり !!\n"); + PRINTF(T("Core_Damage_check 終わり !!\n", "Core_Damage_check end !!\n")); PRINTF_RST(); }