Comments translated from French to English.

dev-ui
Programerus 2012-04-10 20:44:49 +03:00
parent 525bfb41ba
commit 121248c58e
1 changed files with 21 additions and 19 deletions

View File

@ -12,7 +12,9 @@
// * GNU General Public License for more details. // * GNU General Public License for more details.
// * // *
// * You should have received a copy of the GNU General Public License // * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.// taskshield.cpp // * along with this program. If not, see http://www.gnu.org/licenses/.
// taskshield.cpp
#define STRICT #define STRICT
#define D3D_OVERLOADS #define D3D_OVERLOADS
@ -38,11 +40,11 @@
#include "taskshield.h" #include "taskshield.h"
#define ENERGY_TIME 20.0f // durée maximale si pile pleine #define ENERGY_TIME 20.0f // maximum duration if full battery
// Constructeur de l'objet. // Object's constructor.
CTaskShield::CTaskShield(CInstanceManager* iMan, CObject* object) CTaskShield::CTaskShield(CInstanceManager* iMan, CObject* object)
: CTask(iMan, object) : CTask(iMan, object)
@ -54,7 +56,7 @@ CTaskShield::CTaskShield(CInstanceManager* iMan, CObject* object)
m_effectLight = -1; m_effectLight = -1;
} }
// Destructeur de l'objet. // Object's destructor.
CTaskShield::~CTaskShield() CTaskShield::~CTaskShield()
{ {
@ -62,7 +64,7 @@ CTaskShield::~CTaskShield()
} }
// Gestion d'un événement. // Management of an event.
BOOL CTaskShield::EventProcess(const Event &event) BOOL CTaskShield::EventProcess(const Event &event)
{ {
@ -78,13 +80,13 @@ BOOL CTaskShield::EventProcess(const Event &event)
if ( event.event != EVENT_FRAME ) return TRUE; if ( event.event != EVENT_FRAME ) return TRUE;
if ( m_bError ) return FALSE; if ( m_bError ) return FALSE;
m_progress += event.rTime*m_speed; // ça avance m_progress += event.rTime*m_speed; // others advance
m_time += event.rTime; m_time += event.rTime;
m_delay -= event.rTime; m_delay -= event.rTime;
mat = m_object->RetWorldMatrix(0); mat = m_object->RetWorldMatrix(0);
pos = D3DVECTOR(7.0f, 15.0f, 0.0f); pos = D3DVECTOR(7.0f, 15.0f, 0.0f);
pos = Transform(*mat, pos); // position sphère pos = Transform(*mat, pos); // sphere position
m_shieldPos = pos; m_shieldPos = pos;
if ( m_rankSphere != -1 ) if ( m_rankSphere != -1 )
@ -233,8 +235,8 @@ BOOL CTaskShield::EventProcess(const Event &event)
} }
// Déploie le bouclier. // Deploys the shield.
// Le délai n'est utile qu'avec TSM_UP ! // The period is only useful with TSM_UP!
Error CTaskShield::Start(TaskShieldMode mode, float delay) Error CTaskShield::Start(TaskShieldMode mode, float delay)
{ {
@ -261,7 +263,7 @@ Error CTaskShield::Start(TaskShieldMode mode, float delay)
type = m_object->RetType(); type = m_object->RetType();
if ( type != OBJECT_MOBILErs ) return ERR_SHIELD_VEH; if ( type != OBJECT_MOBILErs ) return ERR_SHIELD_VEH;
m_bError = TRUE; // opération impossible m_bError = TRUE; // operation impossible
if ( !m_physics->RetLand() ) return ERR_SHIELD_VEH; if ( !m_physics->RetLand() ) return ERR_SHIELD_VEH;
power = m_object->RetPower(); power = m_object->RetPower();
@ -271,7 +273,7 @@ Error CTaskShield::Start(TaskShieldMode mode, float delay)
mat = m_object->RetWorldMatrix(0); mat = m_object->RetWorldMatrix(0);
pos = D3DVECTOR(7.0f, 15.0f, 0.0f); pos = D3DVECTOR(7.0f, 15.0f, 0.0f);
pos = Transform(*mat, pos); // position sphère pos = Transform(*mat, pos); // sphere position
m_shieldPos = pos; m_shieldPos = pos;
m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 0.7f); m_sound->Play(SOUND_PSHHH2, m_shieldPos, 1.0f, 0.7f);
@ -296,7 +298,7 @@ Error CTaskShield::Start(TaskShieldMode mode, float delay)
return ERR_OK; return ERR_OK;
} }
// Rentre le bouclier. // Returns the shield.
Error CTaskShield::Stop() Error CTaskShield::Stop()
{ {
@ -337,7 +339,7 @@ Error CTaskShield::Stop()
return ERR_OK; return ERR_OK;
} }
// Indique si l'action est terminée. // Indicates whether the action is finished.
Error CTaskShield::IsEnded() Error CTaskShield::IsEnded()
{ {
@ -434,7 +436,7 @@ Error CTaskShield::IsEnded()
return ERR_STOP; return ERR_STOP;
} }
// Indique si l'action est en cours. // Indicates whether the action is pending.
BOOL CTaskShield::IsBusy() BOOL CTaskShield::IsBusy()
{ {
@ -446,7 +448,7 @@ BOOL CTaskShield::IsBusy()
return TRUE; return TRUE;
} }
// Termine brutalement l'action en cours. // Suddenly ends the current action.
BOOL CTaskShield::Abort() BOOL CTaskShield::Abort()
{ {
@ -488,7 +490,7 @@ BOOL CTaskShield::Abort()
} }
// Crée la lumière pour accompagner un effet pyrotechnique. // Creates the light to accompany a pyrotechnic effect.
BOOL CTaskShield::CreateLight(D3DVECTOR pos) BOOL CTaskShield::CreateLight(D3DVECTOR pos)
{ {
@ -505,7 +507,7 @@ BOOL CTaskShield::CreateLight(D3DVECTOR pos)
light.dvPosition.y = pos.y; light.dvPosition.y = pos.y;
light.dvPosition.z = pos.z; light.dvPosition.z = pos.z;
light.dvDirection.x = 0.0f; light.dvDirection.x = 0.0f;
light.dvDirection.y = -1.0f; // contre en bas light.dvDirection.y = -1.0f; // against the bottom
light.dvDirection.z = 0.0f; light.dvDirection.z = 0.0f;
light.dvRange = D3DLIGHT_RANGE_MAX; light.dvRange = D3DLIGHT_RANGE_MAX;
light.dvFalloff = 1.0f; light.dvFalloff = 1.0f;
@ -525,7 +527,7 @@ BOOL CTaskShield::CreateLight(D3DVECTOR pos)
} }
// Répare le bouclier des objets dans la sphère du bouclier. // Repaired the shielded objects within the sphere of the shield.
void CTaskShield::IncreaseShield() void CTaskShield::IncreaseShield()
{ {
@ -560,7 +562,7 @@ void CTaskShield::IncreaseShield()
} }
// Retourne le rayon du bouclier. // Returns the radius of the shield.
float CTaskShield::RetRadius() float CTaskShield::RetRadius()
{ {