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T() macro 4 (#2084)
* T() in z_kankyo.c * T() in z_demo.c * T() in z_effect.c * remaining T() in z_sram.c * T() in z_en_encount1.c * T() in z_en_owl.c * T() in z_en_wonder_item.c * fix forgot T * Demonstration -> Demo
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20b93a6488
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7 changed files with 79 additions and 79 deletions
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@ -33,12 +33,11 @@ void EnEncount1_Init(Actor* thisx, PlayState* play) {
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if (this->actor.params <= 0) {
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PRINTF("\n\n");
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// "Input error death!"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n", "☆☆☆☆☆ Input error death! ☆☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n", "☆☆☆☆☆ Input error death! ☆☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n", "☆☆☆☆☆ Input error death! ☆☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n", "☆☆☆☆☆ Input error death! ☆☆☆☆☆ \n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 入力エラーデッス! ☆☆☆☆☆ \n", "☆☆☆☆☆ Input error death! ☆☆☆☆☆ \n") VT_RST);
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PRINTF("\n\n");
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Actor_Kill(&this->actor);
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return;
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@ -54,16 +53,17 @@ void EnEncount1_Init(Actor* thisx, PlayState* play) {
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if (1) {}
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PRINTF("\n\n");
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// "It's an enemy spawner!"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 敵発生ゾーンでた! ☆☆☆☆☆ %x\n" VT_RST, this->actor.params);
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// "Type"
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ 種類\t\t ☆☆☆☆☆ %d\n" VT_RST, this->spawnType);
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// "Maximum number of simultaneous spawns"
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PRINTF(VT_FGCOL(MAGENTA) "☆☆☆☆☆ 最大同時発生数 ☆☆☆☆☆ %d\n" VT_RST, this->maxCurSpawns);
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// "Maximum number of spawns"
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PRINTF(VT_FGCOL(CYAN) "☆☆☆☆☆ 最大発生数 \t ☆☆☆☆☆ %d\n" VT_RST, this->maxTotalSpawns);
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// "Spawn check range"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 発生チェック範囲 ☆☆☆☆☆ %f\n" VT_RST, this->spawnRange);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 敵発生ゾーンでた! ☆☆☆☆☆ %x\n", "☆☆☆☆☆ It's an enemy spawner! ☆☆☆☆☆ %x\n") VT_RST,
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this->actor.params);
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ 種類\t\t ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Type\t\t ☆☆☆☆☆ %d\n") VT_RST, this->spawnType);
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PRINTF(VT_FGCOL(MAGENTA) T("☆☆☆☆☆ 最大同時発生数 ☆☆☆☆☆ %d\n",
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"☆☆☆☆☆ Maximum number of simultaneous spawns ☆☆☆☆☆ %d\n") VT_RST,
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this->maxCurSpawns);
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PRINTF(VT_FGCOL(CYAN) T("☆☆☆☆☆ 最大発生数 \t ☆☆☆☆☆ %d\n", "☆☆☆☆☆ Maximum number of spawns \t ☆☆☆☆☆ %d\n")
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VT_RST,
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this->maxTotalSpawns);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生チェック範囲 ☆☆☆☆☆ %f\n", "☆☆☆☆☆ Spawn check range ☆☆☆☆☆ %f\n") VT_RST,
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this->spawnRange);
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PRINTF("\n\n");
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this->actor.flags &= ~ACTOR_FLAG_0;
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@ -165,10 +165,9 @@ void EnEncount1_SpawnLeevers(EnEncount1* this, PlayState* play) {
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this->maxCurSpawns = (s16)Rand_ZeroFloat(2.99f) + 1;
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}
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} else {
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// "Cannot spawn!"
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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) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\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", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
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break;
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}
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}
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@ -204,10 +203,9 @@ void EnEncount1_SpawnTektites(EnEncount1* this, PlayState* play) {
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this->curNumSpawn++;
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this->totalNumSpawn++;
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} else {
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// "Cannot spawn!"
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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) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\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", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
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}
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}
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}
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@ -304,10 +302,9 @@ void EnEncount1_SpawnStalchildOrWolfos(EnEncount1* this, PlayState* play) {
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this->totalNumSpawn++;
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}
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} else {
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// "Cannot spawn!"
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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) "☆☆☆☆☆ 発生できません! ☆☆☆☆☆\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", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 発生できません! ☆☆☆☆☆\n", "☆☆☆☆☆ Cannot spawn! ☆☆☆☆☆\n") VT_RST);
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break;
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}
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}
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@ -131,11 +131,11 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
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owlType = OWL_OUTSIDE_KOKIRI;
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switchFlag = 0x20;
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}
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// "conversation owl %4x no = %d, sv = %d"
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PRINTF(VT_FGCOL(CYAN) " 会話フクロウ %4x no = %d, sv = %d\n" VT_RST, this->actor.params, owlType, switchFlag);
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PRINTF(VT_FGCOL(CYAN) T(" 会話フクロウ %4x no = %d, sv = %d\n", " conversation owl %4x no = %d, sv = %d\n") VT_RST,
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this->actor.params, owlType, switchFlag);
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if ((owlType != OWL_DEFAULT) && (switchFlag < 0x20) && Flags_GetSwitch(play, switchFlag)) {
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PRINTF("savebitでフクロウ退避\n"); // "Save owl with savebit"
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PRINTF(T("savebitでフクロウ退避\n", "Save owl with savebit\n"));
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Actor_Kill(&this->actor);
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return;
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}
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@ -160,7 +160,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
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case OWL_KAKARIKO:
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if (GET_EVENTCHKINF(EVENTCHKINF_40)) {
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// has zelda's letter
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PRINTF("フクロウ退避\n"); // "Owl evacuation"
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PRINTF(T("フクロウ退避\n", "Owl evacuation\n"));
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Actor_Kill(&this->actor);
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return;
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}
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@ -170,7 +170,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
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case OWL_HYLIA_GERUDO:
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if (GET_EVENTCHKINF(EVENTCHKINF_43)) {
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// has ocarina of time
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PRINTF("フクロウ退避\n"); // "Owl evacuation"
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PRINTF(T("フクロウ退避\n", "Owl evacuation\n"));
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Actor_Kill(&this->actor);
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return;
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}
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@ -182,7 +182,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
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case OWL_ZORA_RIVER:
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if (GET_EVENTCHKINF(EVENTCHKINF_39) || !GET_EVENTCHKINF(EVENTCHKINF_40)) {
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// opened zora's domain or has zelda's letter
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PRINTF("フクロウ退避\n"); // "Owl evacuation"
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PRINTF(T("フクロウ退避\n", "Owl evacuation\n"));
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Actor_Kill(&this->actor);
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return;
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}
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@ -204,7 +204,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
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break;
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case OWL_LOST_WOODS_PRESARIA:
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if (!CHECK_QUEST_ITEM(QUEST_SONG_LULLABY)) {
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PRINTF("フクロウ退避\n"); // "Owl evacuation"
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PRINTF(T("フクロウ退避\n", "Owl evacuation\n"));
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Actor_Kill(&this->actor);
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return;
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}
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@ -212,7 +212,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
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break;
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case OWL_LOST_WOODS_POSTSARIA:
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if (!CHECK_QUEST_ITEM(QUEST_SONG_SARIA)) {
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PRINTF("フクロウ退避\n"); // "Owl evacuation"
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PRINTF(T("フクロウ退避\n", "Owl evacuation\n"));
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Actor_Kill(&this->actor);
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return;
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}
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@ -222,8 +222,8 @@ void EnOwl_Init(Actor* thisx, PlayState* play) {
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// Outside kokiri forest
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PRINTF(VT_FGCOL(CYAN));
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PRINTF("no = %d \n", owlType);
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// "Unfinished owl unfinished owl unfinished owl"
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PRINTF("未完成のフクロウ未完成のフクロウ未完成のフクロウ\n");
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PRINTF(T("未完成のフクロウ未完成のフクロウ未完成のフクロウ\n",
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"Unfinished owl unfinished owl unfinished owl\n"));
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PRINTF(VT_RST);
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this->actionFlags |= 2;
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this->unk_3EE = 0x20;
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@ -928,12 +928,12 @@ void func_80ACC00C(EnOwl* this, PlayState* play) {
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if (!Play_InCsMode(play)) {
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owlType = PARAMS_GET_S(this->actor.params, 6, 6);
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PRINTF(VT_FGCOL(CYAN));
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PRINTF("%dのフクロウ\n", owlType); // "%d owl"
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PRINTF(T("%dのフクロウ\n", "%d owl\n"), owlType);
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PRINTF(VT_RST);
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switch (owlType) {
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case 7:
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PRINTF(VT_FGCOL(CYAN));
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PRINTF("SPOT 06 の デモがはしった\n"); // "Demo of SPOT 06 has been completed"
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PRINTF(T("SPOT 06 の デモがはしった\n", "Demo of SPOT 06 has been completed\n"));
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PRINTF(VT_RST);
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play->csCtx.script = SEGMENTED_TO_VIRTUAL(gLakeHyliaOwlCs);
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this->actor.draw = NULL;
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this->actionFlags &= ~8;
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this->actionFunc(this, play);
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if (this->actor.update == NULL) {
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// "Owl disappears"
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PRINTF("フクロウ消滅!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n");
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PRINTF(T("フクロウ消滅!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n",
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"Owl disappears!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n"));
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return;
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}
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@ -120,8 +120,9 @@ void EnWonderItem_Init(Actor* thisx, PlayState* play) {
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s16 tagIndex;
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PRINTF("\n\n");
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// "Mysterious mystery, very mysterious"
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PRINTF(VT_FGCOL(GREEN) "☆☆☆☆☆ 不思議不思議まか不思議 \t ☆☆☆☆☆ %x\n" VT_RST, this->actor.params);
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PRINTF(VT_FGCOL(GREEN) T("☆☆☆☆☆ 不思議不思議まか不思議 \t ☆☆☆☆☆ %x\n",
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"☆☆☆☆☆ Mysterious mystery, very mysterious \t ☆☆☆☆☆ %x\n") VT_RST,
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this->actor.params);
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this->actor.flags &= ~ACTOR_FLAG_0;
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this->wonderMode = PARAMS_GET_U(this->actor.params, 11, 5);
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@ -328,8 +329,8 @@ void EnWonderItem_BombSoldier(EnWonderItem* this, PlayState* play) {
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this->collider.base.acFlags &= ~AC_HIT;
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if (Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HEISHI2, this->actor.world.pos.x, this->actor.world.pos.y,
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this->actor.world.pos.z, 0, this->actor.yawTowardsPlayer, 0, 9) != NULL) {
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// "Careless soldier spawned"
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PRINTF(VT_FGCOL(YELLOW) "☆☆☆☆☆ うっかり兵セット完了 ☆☆☆☆☆ \n" VT_RST);
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PRINTF(VT_FGCOL(YELLOW) T("☆☆☆☆☆ うっかり兵セット完了 ☆☆☆☆☆ \n", "☆☆☆☆☆ Careless soldier spawned ☆☆☆☆☆ \n")
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VT_RST);
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}
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if (this->switchFlag >= 0) {
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Flags_SetSwitch(play, this->switchFlag);
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