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Remove comments using in-game text
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parent
d9c7eb3a2d
commit
6c3ce96a71
4 changed files with 4 additions and 8 deletions
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@ -138,8 +138,6 @@ void EnFu_WaitChild(EnFu* this, GlobalContext* globalCtx) {
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if (textID == 0) {
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textID = (gSaveContext.eventChkInf[6] & 0x80) ? 0x5033 : 0x5032;
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// 0x5032: "Go around!..I'm so happy!..I'm trying to come up with a musical theme inspired by this windmill..."
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// 0x5033: "Go around, go around, go around... What? It's going way too fast!"
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}
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// if actor flags & 0x100 is set and textID is 0x5033, change animation
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@ -133,7 +133,7 @@ void EnHeishi3_StandSentinelInGrounds(EnHeishi3* this, GlobalContext* globalCtx)
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if ((this->actor.xzDistToPlayer < sightRange) &&
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(fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < 100.0f) && (sPlayerCaught == 0)) {
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sPlayerCaught = 1;
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func_8010B680(globalCtx, 0x702D, &this->actor); // "Hey you! Stop! You, kid, over there!"
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func_8010B680(globalCtx, 0x702D, &this->actor);
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func_80078884(NA_SE_SY_FOUND);
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osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST); // "Discovered!"
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func_8002DF54(globalCtx, &this->actor, 1);
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@ -161,7 +161,7 @@ void EnHeishi3_StandSentinelInCastle(EnHeishi3* this, GlobalContext* globalCtx)
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}
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}
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sPlayerCaught = 1;
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func_8010B680(globalCtx, 0x702D, &this->actor); // "Hey you! Stop! You, kid, over there!"
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func_8010B680(globalCtx, 0x702D, &this->actor);
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func_80078884(NA_SE_SY_FOUND);
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osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 発見! ☆☆☆☆☆ \n" VT_RST); // "Discovered!"
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func_8002DF54(globalCtx, &this->actor, 1);
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@ -97,7 +97,6 @@ void EnOkarinaTag_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actionFunc = func_80ABF28C;
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break;
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case 5:
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// "This poem is dedicated to the memory of the dearly departed members of the Royal Family."
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this->actor.textId = 0x5021;
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this->actionFunc = func_80ABF708;
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break;
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@ -289,7 +288,6 @@ void func_80ABF708(EnOkarinaTag* this, GlobalContext* globalCtx) {
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this->unk_15A++;
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if (!(this->actor.xzDistToPlayer > 120.0f)) {
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if (CHECK_QUEST_ITEM(QUEST_SONG_SUN)) {
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// "This poem is dedicated to the memory of the dearly departed members of the Royal Family."
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this->actor.textId = 0x5021;
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}
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yawDiffNew = ABS(yawDiff);
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@ -3573,7 +3573,7 @@ void func_8083819C(Player* this, GlobalContext* globalCtx) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_SHIELD, this->actor.world.pos.x,
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 1);
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Inventory_DeleteEquipment(globalCtx, EQUIP_SHIELD);
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func_8010B680(globalCtx, 0x305F, NULL); // "Your shield is gone!"
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func_8010B680(globalCtx, 0x305F, NULL);
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}
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}
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@ -4120,7 +4120,7 @@ s32 func_80839800(Player* this, GlobalContext* globalCtx) {
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doorActor = this->doorActor;
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if (this->doorType <= PLAYER_DOORTYPE_AJAR) {
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doorActor->textId = 0xD0; // "It won't open!"
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doorActor->textId = 0xD0;
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func_80853148(globalCtx, doorActor);
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return 0;
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}
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