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Format all translation comments like // "..."
(hopefully all of them) (#986)
* Format all translation comments like `// "..."` (hopefully all of them) * Move translation comments to before on long lines Located them with `grep -r src -e '^[^(]*);[ ]*//'` Regex `osSyncPrintf\([^;]*\n.*//` didn't find more * Format two more
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95 changed files with 404 additions and 404 deletions
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@ -90,13 +90,13 @@ void EnChanger_Init(Actor* thisx, GlobalContext* globalCtx2) {
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}
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osSyncPrintf("\n\n");
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// Treasure generation (which room is it?)
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// "Treasure generation (which room is it?)"
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osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 宝発生(部屋はどれ?) %d\n" VT_RST, globalCtx->roomCtx.curRoom.num);
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// How is the Bit?
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// "How is the Bit?"
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osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ ビットは? \t %x\n" VT_RST, globalCtx->actorCtx.flags.chest);
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// How is the Save BIT?
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// "How is the Save BIT?"
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osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ セーブBITは? %x\n" VT_RST, sTreasureFlags[minigameRoomNum]);
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// Is it already a zombie?
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// "Is it already a zombie?"
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osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ もう、ゾンビ?\t %d\n" VT_RST, this->roomChestsOpened);
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osSyncPrintf("\n\n");
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@ -118,7 +118,7 @@ void EnChanger_Init(Actor* thisx, GlobalContext* globalCtx2) {
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0xFF;
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_ETCETERA, 20.0f, 20.0f, -2500.0f, 0, 0, 0,
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((sTreasureFlags[5] & 0x1F) << 8) + rewardParams);
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// Central treasure instance/occurrence (GREAT)
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// "Central treasure instance/occurrence (GREAT)"
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osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ 中央宝発生(GREAT) ☆☆☆☆☆ %x\n" VT_RST, rewardChestParams);
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this->actionFunc = EnChanger_SetHeartPieceFlag;
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return;
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@ -157,13 +157,13 @@ void EnChanger_Init(Actor* thisx, GlobalContext* globalCtx2) {
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leftChestParams);
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if (this->leftChest != NULL) {
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// Left treasure generation (what does it contain?)
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// "Left treasure generation (what does it contain?)"
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osSyncPrintf(VT_FGCOL(PURPLE) "☆☆☆☆☆ 左宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n" VT_RST, leftChestParams);
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// What is the room number?
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// "What is the room number?"
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osSyncPrintf(VT_FGCOL(PURPLE) "☆☆☆☆☆ 部屋番号は? %x\n" VT_RST, globalCtx->roomCtx.curRoom.num);
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// What is the bit?
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// "What is the bit?"
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osSyncPrintf(VT_FGCOL(PURPLE) "☆☆☆☆☆ ビットはなぁに? %x\n" VT_RST, this->rightChestNum);
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// Sukesuke-kun (something to do with being invisible)
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// "Sukesuke-kun" (something to do with being invisible)
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osSyncPrintf(VT_FGCOL(PURPLE) "☆☆☆☆☆ すけすけ君? %x\n" VT_RST, rightChestItem);
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osSyncPrintf("\n\n");
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if (this->roomChestsOpened) {
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@ -182,13 +182,13 @@ void EnChanger_Init(Actor* thisx, GlobalContext* globalCtx2) {
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0, rightChestParams);
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if (this->rightChest != NULL) {
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// Right treasure generation (what does it contain?)
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// "Right treasure generation (what does it contain?)"
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osSyncPrintf(VT_FGCOL(CYAN) "☆☆☆☆☆ 右宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n" VT_RST, rightChestParams);
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// What is the room number?
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// "What is the room number?"
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osSyncPrintf(VT_FGCOL(CYAN) "☆☆☆☆☆ 部屋番号は? %d\n" VT_RST, globalCtx->roomCtx.curRoom.num);
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// What is the bit?
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// "What is the bit?"
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osSyncPrintf(VT_FGCOL(CYAN) "☆☆☆☆☆ ビットはなぁに? %x\n" VT_RST, this->leftChestNum);
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// Sukesuke-kun (something to do with being invisible)
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// "Sukesuke-kun" (something to do with being invisible)
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osSyncPrintf(VT_FGCOL(CYAN) "☆☆☆☆☆ すけすけ君? %x\n" VT_RST, leftChestItem);
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osSyncPrintf("\n\n");
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@ -248,7 +248,7 @@ void EnChanger_OpenChests(EnChanger* this, GlobalContext* globalCtx) {
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Flags_SetSwitch(globalCtx, 0x32);
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} else {
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temp_s0_2 = (s16)(this->rightChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_CHEST;
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// Open right treasure (chest)
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// "Open right treasure (chest)"
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osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 右宝開く ☆☆☆☆☆ %d\n" VT_RST, temp_s0_2);
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
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temp_s0_2);
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@ -264,7 +264,7 @@ void EnChanger_OpenChests(EnChanger* this, GlobalContext* globalCtx) {
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Flags_SetSwitch(globalCtx, 0x32);
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} else {
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temp_s0_2 = (s16)(this->leftChestGetItemId - 0x72) + 0xA;
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// Open left treasure (chest)
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// "Open left treasure (chest)"
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osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 左宝開く ☆☆☆☆☆ %d\n" VT_RST, temp_s0_2);
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
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temp_s0_2);
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