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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
This commit is contained in:
Dragorn421 2021-09-29 01:53:56 +02:00 committed by GitHub
parent 063b4aed0c
commit c57c0f13fc
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
95 changed files with 404 additions and 404 deletions

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@ -90,13 +90,13 @@ void EnChanger_Init(Actor* thisx, GlobalContext* globalCtx2) {
}
osSyncPrintf("\n\n");
// Treasure generation (which room is it?)
// "Treasure generation (which room is it?)"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 宝発生(部屋はどれ?) %d\n" VT_RST, globalCtx->roomCtx.curRoom.num);
// How is the Bit?
// "How is the Bit?"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ ビットは? \t %x\n" VT_RST, globalCtx->actorCtx.flags.chest);
// How is the Save BIT?
// "How is the Save BIT?"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ セーブBITは? %x\n" VT_RST, sTreasureFlags[minigameRoomNum]);
// Is it already a zombie?
// "Is it already a zombie?"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ もう、ゾンビ?\t %d\n" VT_RST, this->roomChestsOpened);
osSyncPrintf("\n\n");
@ -118,7 +118,7 @@ void EnChanger_Init(Actor* thisx, GlobalContext* globalCtx2) {
0xFF;
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_ETCETERA, 20.0f, 20.0f, -2500.0f, 0, 0, 0,
((sTreasureFlags[5] & 0x1F) << 8) + rewardParams);
// Central treasure instance/occurrence (GREAT)
// "Central treasure instance/occurrence (GREAT)"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ 中央宝発生() ☆☆☆☆☆ %x\n" VT_RST, rewardChestParams);
this->actionFunc = EnChanger_SetHeartPieceFlag;
return;
@ -157,13 +157,13 @@ void EnChanger_Init(Actor* thisx, GlobalContext* globalCtx2) {
leftChestParams);
if (this->leftChest != NULL) {
// Left treasure generation (what does it contain?)
// "Left treasure generation (what does it contain?)"
osSyncPrintf(VT_FGCOL(PURPLE) "☆☆☆☆☆ 左宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n" VT_RST, leftChestParams);
// What is the room number?
// "What is the room number?"
osSyncPrintf(VT_FGCOL(PURPLE) "☆☆☆☆☆ 部屋番号は? %x\n" VT_RST, globalCtx->roomCtx.curRoom.num);
// What is the bit?
// "What is the bit?"
osSyncPrintf(VT_FGCOL(PURPLE) "☆☆☆☆☆ ビットはなぁに? %x\n" VT_RST, this->rightChestNum);
// Sukesuke-kun (something to do with being invisible)
// "Sukesuke-kun" (something to do with being invisible)
osSyncPrintf(VT_FGCOL(PURPLE) "☆☆☆☆☆ すけすけ君? %x\n" VT_RST, rightChestItem);
osSyncPrintf("\n\n");
if (this->roomChestsOpened) {
@ -182,13 +182,13 @@ void EnChanger_Init(Actor* thisx, GlobalContext* globalCtx2) {
0, rightChestParams);
if (this->rightChest != NULL) {
// Right treasure generation (what does it contain?)
// "Right treasure generation (what does it contain?)"
osSyncPrintf(VT_FGCOL(CYAN) "☆☆☆☆☆ 右宝発生(ナニがはいってるの?) ☆☆☆☆☆ %x\n" VT_RST, rightChestParams);
// What is the room number?
// "What is the room number?"
osSyncPrintf(VT_FGCOL(CYAN) "☆☆☆☆☆ 部屋番号は? %d\n" VT_RST, globalCtx->roomCtx.curRoom.num);
// What is the bit?
// "What is the bit?"
osSyncPrintf(VT_FGCOL(CYAN) "☆☆☆☆☆ ビットはなぁに? %x\n" VT_RST, this->leftChestNum);
// Sukesuke-kun (something to do with being invisible)
// "Sukesuke-kun" (something to do with being invisible)
osSyncPrintf(VT_FGCOL(CYAN) "☆☆☆☆☆ すけすけ君? %x\n" VT_RST, leftChestItem);
osSyncPrintf("\n\n");
@ -248,7 +248,7 @@ void EnChanger_OpenChests(EnChanger* this, GlobalContext* globalCtx) {
Flags_SetSwitch(globalCtx, 0x32);
} else {
temp_s0_2 = (s16)(this->rightChestGetItemId - GI_RUPEE_GREEN_LOSE) + EXITEM_CHEST;
// Open right treasure (chest)
// "Open right treasure (chest)"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 右宝開く ☆☆☆☆☆ %d\n" VT_RST, temp_s0_2);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
temp_s0_2);
@ -264,7 +264,7 @@ void EnChanger_OpenChests(EnChanger* this, GlobalContext* globalCtx) {
Flags_SetSwitch(globalCtx, 0x32);
} else {
temp_s0_2 = (s16)(this->leftChestGetItemId - 0x72) + 0xA;
// Open left treasure (chest)
// "Open left treasure (chest)"
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ 左宝開く ☆☆☆☆☆ %d\n" VT_RST, temp_s0_2);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_EX_ITEM, xPos, yPos, zPos, 0, 0, 0,
temp_s0_2);