Comments translated from French to English.

dev-ui
Programerus 2012-03-13 21:59:02 +01:00
parent a8cb59dced
commit 1b15896500
1 changed files with 33 additions and 33 deletions

View File

@ -50,7 +50,7 @@
// Constructeur de l'objet.
// Object's constructor.
CAutoFactory::CAutoFactory(CInstanceManager* iMan, CObject* object)
: CAuto(iMan, object)
@ -59,11 +59,11 @@ CAutoFactory::CAutoFactory(CInstanceManager* iMan, CObject* object)
Init();
m_type = OBJECT_MOBILEws;
m_phase = AFP_WAIT; // en pause jusqu'au premier Init()
m_phase = AFP_WAIT; // paused until the first Init ()
m_channelSound = -1;
}
// Destructeur de l'objet.
// Object's destructor.
CAutoFactory::~CAutoFactory()
{
@ -71,7 +71,7 @@ CAutoFactory::~CAutoFactory()
}
// D<EFBFBD>truit l'objet.
// Destroys the object.
void CAutoFactory::DeleteObject(BOOL bAll)
{
@ -80,17 +80,17 @@ void CAutoFactory::DeleteObject(BOOL bAll)
if ( !bAll )
{
fret = SearchFret(); // m<EFBFBD>tal <20> transformer ?
fret = SearchFret(); // transform metal?
if ( fret != 0 )
{
fret->DeleteObject(); // d<EFBFBD>truit le m<>tal
fret->DeleteObject(); // destroys the metal
delete fret;
}
vehicle = SearchVehicle();
if ( vehicle != 0 )
{
vehicle->DeleteObject(); // d<EFBFBD>truit le v<>hicule
vehicle->DeleteObject(); // destroys the vehicle
delete vehicle;
}
}
@ -106,7 +106,7 @@ void CAutoFactory::DeleteObject(BOOL bAll)
}
// Initialise l'objet.
// Initialize the object.
void CAutoFactory::Init()
{
@ -123,7 +123,7 @@ void CAutoFactory::Init()
}
// Gestion d'un <20>v<EFBFBD>nement.
// Management of an event.
BOOL CAutoFactory::EventProcess(const Event &event)
{
@ -141,7 +141,7 @@ BOOL CAutoFactory::EventProcess(const Event &event)
if ( m_engine->RetPause() ) return TRUE;
if ( m_object->RetSelect() ) // usine s<>lectionn<6E>e ?
if ( m_object->RetSelect() ) // factory selected?
{
if ( event.event == EVENT_UPDINTERFACE )
{
@ -180,7 +180,7 @@ BOOL CAutoFactory::EventProcess(const Event &event)
return FALSE;
}
fret = SearchFret(); // m<EFBFBD>tal <20> transformer ?
fret = SearchFret(); // transform metal?
if ( fret == 0 )
{
m_displayText->DisplayError(ERR_FACTORY_NULL, m_object);
@ -196,7 +196,7 @@ BOOL CAutoFactory::EventProcess(const Event &event)
InitProgressTotal(3.0f+2.0f+15.0f+2.0f+3.0f);
UpdateInterface();
fret->SetLock(TRUE); // m<EFBFBD>tal plus utilisable
fret->SetLock(TRUE); // usable metal
SoundManip(3.0f, 1.0f, 0.5f);
m_phase = AFP_CLOSE_S;
@ -215,7 +215,7 @@ BOOL CAutoFactory::EventProcess(const Event &event)
{
if ( m_progress >= 1.0f )
{
m_phase = AFP_WAIT; // attend encore ...
m_phase = AFP_WAIT; // still waiting ...
m_progress = 0.0f;
m_speed = 1.0f/2.0f;
}
@ -286,10 +286,10 @@ BOOL CAutoFactory::EventProcess(const Event &event)
{
if ( !CreateVehicle() )
{
fret = SearchFret(); // m<EFBFBD>tal <20> transformer ?
fret = SearchFret(); // transform metal?
if ( fret != 0 )
{
fret->SetLock(FALSE); // m<EFBFBD>tal de nouveau utilisable
fret->SetLock(FALSE); // metal usable again
}
if ( m_channelSound != -1 )
@ -329,7 +329,7 @@ BOOL CAutoFactory::EventProcess(const Event &event)
vehicle->SetZoom(0, m_progress);
}
fret = SearchFret(); // m<EFBFBD>tal <20> transformer ?
fret = SearchFret(); // transform metal?
if ( fret != 0 )
{
fret->SetZoom(0, 1.0f-m_progress);
@ -352,7 +352,7 @@ BOOL CAutoFactory::EventProcess(const Event &event)
m_particule->CreateParticule(pos, speed, dim, PARTIBLUE, 1.0f, 0.0f, 0.0f);
#else
mat = m_object->RetWorldMatrix(0);
pos = D3DVECTOR(-12.0f, 20.0f, -4.0f); // position chemin<EFBFBD>e
pos = D3DVECTOR(-12.0f, 20.0f, -4.0f); // position of chimney
pos = Transform(*mat, pos);
pos.y += 2.0f;
pos.x += (Rand()-0.5f)*2.0f;
@ -371,10 +371,10 @@ BOOL CAutoFactory::EventProcess(const Event &event)
m_displayText->DisplayError(INFO_FACTORY, m_object);
SoundManip(2.0f, 1.0f, 1.2f);
fret = SearchFret(); // m<EFBFBD>tal <20> transformer ?
fret = SearchFret(); // transform metal?
if ( fret != 0 )
{
fret->DeleteObject(); // supprime le m<>tal
fret->DeleteObject(); // removes the metal
delete fret;
}
@ -384,10 +384,10 @@ BOOL CAutoFactory::EventProcess(const Event &event)
physics = vehicle->RetPhysics();
if ( physics != 0 )
{
physics->SetFreeze(FALSE); // on peut bouger
physics->SetFreeze(FALSE); // can move
}
vehicle->SetLock(FALSE); // v<EFBFBD>hicule utilisable
vehicle->SetLock(FALSE); // vehicle useable
//? vehicle->RetPhysics()->RetBrain()->StartTaskAdvance(16.0f);
vehicle->SetAngleY(0, m_object->RetAngleY(0)+PI);
vehicle->SetZoom(0, 1.0f);
@ -490,7 +490,7 @@ BOOL CAutoFactory::EventProcess(const Event &event)
}
// Sauve tous les param<61>tres de l'automate.
// Saves all parameters of the controller.
BOOL CAutoFactory::Write(char *line)
{
@ -515,7 +515,7 @@ BOOL CAutoFactory::Write(char *line)
return TRUE;
}
// Restitue tous les param<61>tres de l'automate.
// Restores all parameters of the controller
BOOL CAutoFactory::Read(char *line)
{
@ -534,7 +534,7 @@ BOOL CAutoFactory::Read(char *line)
}
// Cherche l'objet fret.
//Seeks the cargo.
CObject* CAutoFactory::SearchFret()
{
@ -562,7 +562,7 @@ CObject* CAutoFactory::SearchFret()
return 0;
}
// Cherche si un v<>hicule est trop proche.
// Search if a vehicle is too close.
BOOL CAutoFactory::NearestVehicle()
{
@ -624,7 +624,7 @@ BOOL CAutoFactory::NearestVehicle()
}
// Cr<EFBFBD>e un v<>hicule pas utilisable tout de suite.
// Creates a vehicle.
BOOL CAutoFactory::CreateVehicle()
{
@ -660,13 +660,13 @@ BOOL CAutoFactory::CreateVehicle()
return FALSE;
}
vehicle->UpdateMapping();
vehicle->SetLock(TRUE); // pas utilisable
vehicle->SetLock(TRUE); // not usable
vehicle->SetRange(30.0f);
physics = vehicle->RetPhysics();
if ( physics != 0 )
{
physics->SetFreeze(TRUE); // on ne bouge plus
physics->SetFreeze(TRUE); // it doesn't move
}
for ( i=0 ; i<10 ; i++ )
@ -679,7 +679,7 @@ BOOL CAutoFactory::CreateVehicle()
return TRUE;
}
// Cherche le v<>hicule en cours de fabrication.
// Seeking the vehicle during manufacture.
CObject* CAutoFactory::SearchVehicle()
{
@ -710,7 +710,7 @@ CObject* CAutoFactory::SearchVehicle()
}
// Cr<EFBFBD>e toute l'interface lorsque l'objet est s<>lectionn<6E>.
// Creates all the interface when the object is selected.
BOOL CAutoFactory::CreateInterface(BOOL bSelect)
{
@ -802,7 +802,7 @@ BOOL CAutoFactory::CreateInterface(BOOL bSelect)
return TRUE;
}
// Met <20> jour l'<27>tat de tous les boutons de l'interface.
// Updates the status of all interface buttons.
void CAutoFactory::UpdateInterface()
{
@ -837,7 +837,7 @@ void CAutoFactory::UpdateInterface()
UpdateButton(pw, EVENT_OBJECT_FACTORYsa, m_bBusy);
}
// Met <20> jour un bouton de l'interface.
// Updates the status of one interface button.
void CAutoFactory::UpdateButton(CWindow *pw, EventMsg event, BOOL bBusy)
{
@ -947,7 +947,7 @@ void CAutoFactory::UpdateButton(CWindow *pw, EventMsg event, BOOL bBusy)
DeadInterface(pw, event, bEnable);
}
// Fait entendre le son du bras manipulateur.
// Plays the sound of the manipulator arm.
void CAutoFactory::SoundManip(float time, float amplitude, float frequency)
{