T() macro 7 (#2102)

* T() macro in most of the rest of code (except z_message, z_actor, ucode_disas, gfxprint, game, fault, db_camera)

* remaining T() macro in boot

* format

* review
This commit is contained in:
Dragorn421
2024-08-28 20:01:41 +02:00
committed by GitHub
parent 7592bf1e42
commit 16ec9b1e13
10 changed files with 49 additions and 38 deletions
+2 -2
View File
@@ -72,8 +72,8 @@ void MapMark_DrawForDungeon(PlayState* play) {
interfaceCtx = &play->interfaceCtx;
if ((gMapData != NULL) && (play->interfaceCtx.mapRoomNum >= gMapData->dgnMinimapCount[dungeon])) {
// "Room number exceeded, yikes %d/%d MapMarkDraw processing interrupted"
PRINTF(VT_COL(RED, WHITE) "部屋番号がオーバーしてるで,ヤバイで %d/%d \nMapMarkDraw の処理を中断します\n",
PRINTF(VT_COL(RED, WHITE) T("部屋番号がオーバーしてるで,ヤバイで %d/%d \nMapMarkDraw の処理を中断します\n",
"Room number exceeded, yikes %d/%d \nMapMarkDraw processing interrupted\n"),
VT_RST, play->interfaceCtx.mapRoomNum, gMapData->dgnMinimapCount[dungeon]);
return;
}