mirror of https://github.com/zeldaret/oot.git
T() ru1, sb, sth, syateki_itm
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4424cbecda
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c5fb201b35
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@ -322,8 +322,8 @@ BgBdanObjects* EnRu1_FindSwitch(PlayState* play) {
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}
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actorIt = actorIt->next;
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}
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// "There is no stand"
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PRINTF(VT_FGCOL(RED) "お立ち台が無い!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
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PRINTF(VT_FGCOL(RED) T("お立ち台が無い!!!!!!!!!!!!!!!!!!!!!!!!!\n", "There is no stand!!!!!!!!!!!!!!!!!!!!!!!!!\n")
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VT_RST);
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return NULL;
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}
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@ -2246,11 +2246,9 @@ void func_80AEFF94(EnRu1* this, PlayState* play) {
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this->roomNum1 = actorRoom;
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this->roomNum3 = actorRoom;
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this->roomNum2 = actorRoom;
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// "Ruto switch set"
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PRINTF("スイッチルトセット!!!!!!!!!!!!!!!!!!!!!!\n");
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PRINTF(T("スイッチルトセット!!!!!!!!!!!!!!!!!!!!!!\n", "Ruto switch set!!!!!!!!!!!!!!!!!!!!!!\n"));
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} else {
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// "Ruto switch not set"
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PRINTF("スイッチルトセットしない!!!!!!!!!!!!!!!!!!!!!!\n");
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PRINTF(T("スイッチルトセットしない!!!!!!!!!!!!!!!!!!!!!!\n", "Ruto switch not set!!!!!!!!!!!!!!!!!!!!!!\n"));
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Actor_Kill(&this->actor);
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}
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}
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@ -2313,8 +2311,7 @@ void EnRu1_Init(Actor* thisx, PlayState* play) {
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#endif
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default:
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Actor_Kill(&this->actor);
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// "Relevant arge_data = %d unacceptable"
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PRINTF("該当 arge_data = %d 無し\n", func_80AEADF0(this));
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PRINTF(T("該当 arge_data = %d 無し\n", "Relevant arge_data = %d unacceptable\n"), func_80AEADF0(this));
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break;
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}
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}
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@ -2340,8 +2337,8 @@ s32 EnRu1_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
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EnRu1* this = (EnRu1*)thisx;
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if ((this->unk_290 < 0) || (this->unk_290 > 0) || (*sPreLimbDrawFuncs[this->unk_290] == NULL)) {
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// "Neck rotation mode is improper!"
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PRINTF(VT_FGCOL(RED) "首回しモードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n" VT_RST);
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PRINTF(VT_FGCOL(RED) T("首回しモードがおかしい!!!!!!!!!!!!!!!!!!!!!!!!!\n",
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"Neck rotation mode is improper!!!!!!!!!!!!!!!!!!!!!!!!!\n") VT_RST);
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} else {
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sPreLimbDrawFuncs[this->unk_290](this, play, limbIndex, rot);
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}
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@ -12,6 +12,7 @@
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#include "rand.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_en_item00.h"
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#include "z_lib.h"
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#include "z64effect.h"
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@ -277,8 +278,7 @@ void EnSb_TurnAround(EnSb* this, PlayState* play) {
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EnSb_SpawnBubbles(play, this);
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this->bouncesLeft = 3;
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EnSb_SetupLunge(this);
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// "Attack!!"
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PRINTF("アタァ〜ック!!\n");
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PRINTF(T("アタァ〜ック!!\n", "Attack!!\n"));
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}
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}
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@ -322,7 +322,7 @@ void EnSb_Bounce(EnSb* this, PlayState* play) {
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this->actor.speed = 0.0f;
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this->timer = 1;
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EnSb_SetupWaitClosed(this);
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PRINTF(VT_FGCOL(RED) "攻撃終了!!" VT_RST "\n"); // "Attack Complete!"
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PRINTF(VT_FGCOL(RED) T("攻撃終了!!", "Attack complete!!") VT_RST "\n");
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}
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}
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}
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@ -12,6 +12,7 @@
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#include "segmented_address.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_lib.h"
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#include "z64play.h"
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#include "z64save.h"
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@ -107,18 +108,17 @@ void EnSth_Init(Actor* thisx, PlayState* play) {
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s32 params = this->actor.params;
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s32 objectSlot;
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PRINTF(VT_FGCOL(BLUE) "金スタル屋 no = %d\n" VT_RST, params); // "Gold Skulltula Shop"
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PRINTF(VT_FGCOL(BLUE) T("金スタル屋 no = %d\n", "Gold Skulltula Shop no = %d\n") VT_RST, params);
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if (this->actor.params == 0) {
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if (gSaveContext.save.info.inventory.gsTokens < 100) {
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Actor_Kill(&this->actor);
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// "Gold Skulltula Shop I still can't be a human"
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PRINTF("金スタル屋 まだ 人間に戻れない \n");
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PRINTF(T("金スタル屋 まだ 人間に戻れない \n", "Gold Skulltula Shop I still can't be a human \n"));
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return;
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}
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} else if (gSaveContext.save.info.inventory.gsTokens < (this->actor.params * 10)) {
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Actor_Kill(&this->actor);
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// "Gold Skulltula Shop I still can't be a human"
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PRINTF(VT_FGCOL(BLUE) "金スタル屋 まだ 人間に戻れない \n" VT_RST);
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PRINTF(VT_FGCOL(BLUE) T("金スタル屋 まだ 人間に戻れない \n", "Gold Skulltula Shop I still can't be a human \n")
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VT_RST);
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return;
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}
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@ -8,6 +8,7 @@
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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 "z64debug_display.h"
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#include "z64play.h"
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@ -85,8 +86,7 @@ void EnSyatekiItm_Init(Actor* thisx, PlayState* play2) {
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this->man = (EnSyatekiMan*)Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_SYATEKI_MAN, 140.0f,
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0.0f, 255.0f, 0, -0x4000, 0, 0);
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if (this->man == NULL) {
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// "Spawn error"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ エラー原 ☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ エラー原 ☆☆☆☆ \n", "☆☆☆☆☆ Spawn error ☆☆☆☆ \n") VT_RST);
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Actor_Kill(&this->actor);
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return;
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}
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@ -94,8 +94,7 @@ void EnSyatekiItm_Init(Actor* thisx, PlayState* play2) {
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this->markers[i] = (EnExRuppy*)Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_EX_RUPPY,
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sRupeePos[i].x, sRupeePos[i].y, sRupeePos[i].z, 0, 0, 0, 4);
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if (this->markers[i] == NULL) {
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// "Second spawn error"
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ エラー原セカンド ☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ エラー原セカンド ☆☆☆☆ \n", "☆☆☆☆☆ Second spawn error ☆☆☆☆ \n") VT_RST);
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Actor_Kill(&this->actor);
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return;
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}
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@ -246,8 +245,7 @@ void EnSyatekiItm_SpawnTargets(EnSyatekiItm* this, PlayState* play) {
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&play->actorCtx, &this->actor, play, ACTOR_EN_G_SWITCH, this->targetHome[i].x, this->targetHome[i].y,
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this->targetHome[i].z, 0, 0, 0, (ENGSWITCH_TARGET_RUPEE << 0xC) | 0x3F);
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if (this->targets[i] == NULL) {
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// "Rupee spawn error"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ ルピーでエラー原 ☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ ルピーでエラー原 ☆☆☆☆ \n", "☆☆☆☆☆ Rupee spawn error ☆☆☆☆ \n") VT_RST);
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Actor_Kill(&this->actor);
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return;
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}
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@ -324,17 +322,16 @@ void EnSyatekiItm_EndGame(EnSyatekiItm* this, PlayState* play) {
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this->actionFunc = EnSyatekiItm_Idle;
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}
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if (this->signal == ENSYATEKI_START) {
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// "1 frame attack and defense!"
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PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(RED) "☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(RED) T("☆☆☆☆☆ 1フレームの攻防! ☆☆☆☆ \n", "☆☆☆☆☆ 1 frame attack and defense! ☆☆☆☆ \n") VT_RST);
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this->signal = ENSYATEKI_NONE;
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this->actionFunc = EnSyatekiItm_Idle;
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}
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