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Fix typos found by codespell (#2229)

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cadmic 2024-09-25 21:21:00 -07:00 committed by GitHub
parent f7a0117e7d
commit bccb219ea3
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32 changed files with 71 additions and 71 deletions

View file

@ -91,7 +91,7 @@ void Main(void* arg) {
#endif
fb = (uintptr_t)SysCfb_GetFbPtr(0);
gSystemHeapSize = fb - systemHeapStart;
PRINTF(T("システムヒープ初期化 %08x-%08x %08x\n", "System heap initalization %08x-%08x %08x\n"), systemHeapStart,
PRINTF(T("システムヒープ初期化 %08x-%08x %08x\n", "System heap initialization %08x-%08x %08x\n"), systemHeapStart,
fb, gSystemHeapSize);
SystemHeap_Init((void*)systemHeapStart, gSystemHeapSize); // initializes the system heap

View file

@ -1,7 +1,7 @@
#include "global.h"
void Setup_InitImpl(SetupState* this) {
PRINTF(T("ゼルダ共通データ初期化\n", "Zelda common data initalization\n"));
PRINTF(T("ゼルダ共通データ初期化\n", "Zelda common data initialization\n"));
SaveContext_Init();
this->state.running = false;
SET_NEXT_GAMESTATE(&this->state, ConsoleLogo_Init, ConsoleLogoState);

View file

@ -3504,7 +3504,7 @@ s32 Camera_KeepOn3(Camera* camera) {
roData->yOffset = GET_NEXT_SCALED_RO_DATA(values) * playerHeight * yNormal;
roData->minDist = GET_NEXT_RO_DATA(values);
roData->maxDist = GET_NEXT_RO_DATA(values);
roData->swingYawInital = GET_NEXT_RO_DATA(values);
roData->swingYawInitial = GET_NEXT_RO_DATA(values);
roData->swingYawFinal = GET_NEXT_RO_DATA(values);
roData->swingPitchInitial = GET_NEXT_RO_DATA(values);
roData->swingPitchFinal = GET_NEXT_RO_DATA(values);
@ -3536,7 +3536,7 @@ s32 Camera_KeepOn3(Camera* camera) {
spBC = ((1.0f - temp_f0) * targetToPlayerDir.r) / rwData->animTimer;
swingAngle = F32_LERPIMP(roData->swingPitchInitial, roData->swingPitchFinal, temp_f0);
atToEyeAdj.pitch = CAM_DEG_TO_BINANG(swingAngle) + ((s16)(-(targetToPlayerDir.pitch * roData->swingPitchAdj)));
swingAngle = F32_LERPIMP(roData->swingYawInital, roData->swingYawFinal, temp_f0);
swingAngle = F32_LERPIMP(roData->swingYawInitial, roData->swingYawFinal, temp_f0);
if (roData->interfaceField & KEEPON3_FLAG_4) {
if ((s16)(targetToPlayerDir.yaw - atToEyeNextDir.yaw) < 0) {
atToEyeAdj.yaw = targetToPlayerDir.yaw + CAM_DEG_TO_BINANG(swingAngle);
@ -5074,20 +5074,20 @@ s32 Camera_Unique0(Camera* camera) {
atPlayerOffset.pitch = -bgCamRot.x;
rwData->eyeAndDirection.dir = OLib_VecGeoToVec3f(&atPlayerOffset);
Math3D_LineClosestToPoint(&rwData->eyeAndDirection, &playerPosRot->pos, &camera->at);
rwData->initalPos = playerPosRot->pos;
rwData->initialPos = playerPosRot->pos;
camera->animState++;
}
if (player->stateFlags1 & PLAYER_STATE1_29) {
rwData->initalPos = playerPosRot->pos;
rwData->initialPos = playerPosRot->pos;
}
if (roData->interfaceField & UNIQUE0_FLAG_0) {
if (rwData->animTimer > 0) {
rwData->animTimer--;
rwData->initalPos = playerPosRot->pos;
rwData->initialPos = playerPosRot->pos;
} else if (!(player->stateFlags1 & PLAYER_STATE1_29) &&
((OLib_Vec3fDistXZ(&playerPosRot->pos, &rwData->initalPos) >= 10.0f) ||
((OLib_Vec3fDistXZ(&playerPosRot->pos, &rwData->initialPos) >= 10.0f) ||
CAMERA_CHECK_BTN(&D_8015BD7C->state.input[0], BTN_A) ||
CAMERA_CHECK_BTN(&D_8015BD7C->state.input[0], BTN_B) ||
CAMERA_CHECK_BTN(&D_8015BD7C->state.input[0], BTN_CLEFT) ||
@ -5111,7 +5111,7 @@ s32 Camera_Unique0(Camera* camera) {
sCameraInterfaceField = CAM_INTERFACE_FIELD(CAM_LETTERBOX_NONE, CAM_HUD_VISIBILITY_ALL, 0);
}
} else {
rwData->initalPos = playerPosRot->pos;
rwData->initialPos = playerPosRot->pos;
}
if (!(player->stateFlags1 & PLAYER_STATE1_29) &&
@ -6935,11 +6935,11 @@ s32 Camera_Special4(Camera* camera) {
sCameraInterfaceField = CAM_INTERFACE_FIELD(CAM_LETTERBOX_LARGE, CAM_HUD_VISIBILITY_NOTHING_ALT, 0);
camera->fov = 40.0f;
camera->animState++;
rwData->initalTimer = camera->timer;
rwData->initialTimer = camera->timer;
}
camera->fov = Camera_LERPCeilF(80.0f, camera->fov, 1.0f / *timer, 0.1f);
if ((rwData->initalTimer - *timer) < 0xF) {
if ((rwData->initialTimer - *timer) < 0xF) {
(*timer)--;
return false;
} else {
@ -7219,7 +7219,7 @@ s32 Camera_Special6(Camera* camera) {
// Overwrite hud visibility to CAM_HUD_VISIBILITY_HEARTS_FORCE
sCameraInterfaceField = (sCameraInterfaceField & (u16)~CAM_HUD_VISIBILITY_MASK) |
CAM_HUD_VISIBILITY(CAM_HUD_VISIBILITY_HEARTS_FORCE);
rwData->initalPlayerY = playerPosRot->pos.y;
rwData->initialPlayerY = playerPosRot->pos.y;
rwData->animTimer = 12;
*eyeNext = bgCamPos;
if (camera->animState == 0) {
@ -7232,7 +7232,7 @@ s32 Camera_Special6(Camera* camera) {
timerF = rwData->animTimer;
eyePosCalc = *eyeNext;
eyePosCalc.x += (playerPosRot->pos.x - eyePosCalc.x) * 0.5f;
eyePosCalc.y += (playerPosRot->pos.y - rwData->initalPlayerY) * 0.2f;
eyePosCalc.y += (playerPosRot->pos.y - rwData->initialPlayerY) * 0.2f;
eyeAnim = eyePosCalc;
eyeAnim.y = Camera_LERPCeilF(eyePosCalc.y, eye->y, 0.5f, 0.01f);
@ -7258,7 +7258,7 @@ s32 Camera_Special6(Camera* camera) {
(sCameraInterfaceField & (u16)~CAM_HUD_VISIBILITY_MASK) | CAM_HUD_VISIBILITY(CAM_HUD_VISIBILITY_ALL);
eyePosCalc = *eyeNext;
eyePosCalc.x += (playerPosRot->pos.x - eyePosCalc.x) * 0.5f;
eyePosCalc.y += (playerPosRot->pos.y - rwData->initalPlayerY) * 0.2f;
eyePosCalc.y += (playerPosRot->pos.y - rwData->initialPlayerY) * 0.2f;
*eye = eyePosCalc;
eye->y = Camera_LERPCeilF(eyePosCalc.y, eye->y, 0.5f, 0.01f);