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https://github.com/zeldaret/oot
synced 2026-05-30 08:56:41 -04:00
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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+6
-6
@@ -324,14 +324,14 @@ void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState) {
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if (pool->headMagic != GFXPOOL_HEAD_MAGIC) {
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//! @bug (?) : devs might've forgotten "problem = true;"
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osSyncPrintf("%c", 7);
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// Dynamic area head is destroyed
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// "Dynamic area head is destroyed"
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osSyncPrintf(VT_COL(RED, WHITE) "ダイナミック領域先頭が破壊されています\n" VT_RST);
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Fault_AddHungupAndCrash("../graph.c", 1070);
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}
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if (pool->tailMagic != GFXPOOL_TAIL_MAGIC) {
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problem = true;
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osSyncPrintf("%c", 7);
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// Dynamic region tail is destroyed
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// "Dynamic region tail is destroyed"
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osSyncPrintf(VT_COL(RED, WHITE) "ダイナミック領域末尾が破壊されています\n" VT_RST);
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Fault_AddHungupAndCrash("../graph.c", 1076);
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}
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@@ -340,19 +340,19 @@ void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState) {
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if (THGA_IsCrash(&gfxCtx->polyOpa)) {
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problem = true;
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osSyncPrintf("%c", 7);
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// Zelda 0 is dead
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// "Zelda 0 is dead"
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osSyncPrintf(VT_COL(RED, WHITE) "ゼルダ0は死んでしまった(graph_alloc is empty)\n" VT_RST);
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}
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if (THGA_IsCrash(&gfxCtx->polyXlu)) {
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problem = true;
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osSyncPrintf("%c", 7);
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// Zelda 1 is dead
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// "Zelda 1 is dead"
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osSyncPrintf(VT_COL(RED, WHITE) "ゼルダ1は死んでしまった(graph_alloc is empty)\n" VT_RST);
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}
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if (THGA_IsCrash(&gfxCtx->overlay)) {
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problem = true;
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osSyncPrintf("%c", 7);
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// Zelda 4 is dead
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// "Zelda 4 is dead"
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osSyncPrintf(VT_COL(RED, WHITE) "ゼルダ4は死んでしまった(graph_alloc is empty)\n" VT_RST);
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}
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@@ -389,7 +389,7 @@ void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState) {
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}
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if (D_8012DBC0 && PreNmiBuff_IsResetting(gAppNmiBufferPtr) && !gameState->unk_A0) {
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// To reset mode
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// "To reset mode"
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osSyncPrintf(VT_COL(YELLOW, BLACK) "PRE-NMIによりリセットモードに移行します\n" VT_RST);
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SET_NEXT_GAMESTATE(gameState, PreNMI_Init, PreNMIContext);
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gameState->running = false;
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