- Replace 5 hardcoded text strings with LUS_LOC() calls: * ResolutionEditor.cpp: 'Click to resolve' -> BUTTON_CLICK_TO_RESOLVE * ResolutionEditor.cpp: ' ' (space) -> TEXT_SPACE * SohMenuNetwork.cpp: ':' (colon) -> TEXT_COLON (2 instances) * UIWidgets.cpp: '+' (plus) -> TEXT_PLUS - Add new translation keys to both en_US.json and es_ES.json: * BUTTON_CLICK_TO_RESOLVE: 'Click to resolve' / 'Haz clic para resolver' * TEXT_SPACE: ' ' / ' ' * TEXT_COLON: ':' / ':' * TEXT_PLUS: '+' / '+' - All hardcoded UI text now uses localization system - Compilation successful with only minor format warnings This completes the immediate task of eliminating hardcoded text strings.
27 lines
887 B
C++
27 lines
887 B
C++
#include "PathExporter.h"
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#include "../ZAPD/ZFile.h"
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#include "Globals.h"
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void OTRExporter_Path::Save(ZResource* res, const fs::path& outPath, BinaryWriter* writer)
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{
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ZPath* path = (ZPath*)res;
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WriteHeader(res, outPath, writer, static_cast<uint32_t>(SOH::ResourceType::SOH_Path));
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writer->Write((uint32_t)path->pathways.size());
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for (size_t k = 0; k < path->pathways.size(); k++)
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{
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writer->Write((uint32_t)path->pathways[k].points.size());
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if (Globals::Instance->game == ZGame::MM_RETAIL) {
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writer->Write(path->pathways[k].unk1);
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writer->Write(path->pathways[k].unk2);
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}
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for (size_t i = 0; i < path->pathways[k].points.size(); i++)
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{
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writer->Write(path->pathways[k].points[i].scalars[0].scalarData.s16);
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writer->Write(path->pathways[k].points[i].scalars[1].scalarData.s16);
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writer->Write(path->pathways[k].points[i].scalars[2].scalarData.s16);
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}
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}
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} |