Some code refactoring
Changed vehicule (french) to vehicle (english) in enums and variablesdev-ui
parent
0ce02b21f4
commit
5669053de0
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@ -171,7 +171,7 @@ enum EngineObjectType
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//! Fixed object
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ENG_OBJTYPE_FIX = 2,
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//! Moving object
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ENG_OBJTYPE_VEHICULE = 3,
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ENG_OBJTYPE_VEHICLE = 3,
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//! Part of a moving object
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ENG_OBJTYPE_DESCENDANT = 4,
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//! Fixed object type quartz
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@ -74,7 +74,7 @@ void CAutoRepair::Init()
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bool CAutoRepair::EventProcess(const Event &event)
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{
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CObject* vehicule;
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CObject* vehicle;
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Math::Vector pos, speed;
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Math::Point dim;
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float angle, shield;
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@ -137,16 +137,16 @@ bool CAutoRepair::EventProcess(const Event &event)
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if ( m_phase == ARP_REPAIR )
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{
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vehicule = SearchVehicle();
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vehicle = SearchVehicle();
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if ( m_progress < 1.0f ||
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(vehicule != 0 && vehicule->GetShield() < 1.0f) )
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(vehicle != 0 && vehicle->GetShield() < 1.0f) )
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{
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if ( vehicule != 0 )
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if ( vehicle != 0 )
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{
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shield = vehicule->GetShield();
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shield = vehicle->GetShield();
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shield += event.rTime*0.2f;
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if ( shield > 1.0f ) shield = 1.0f;
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vehicule->SetShield(shield);
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vehicle->SetShield(shield);
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}
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if ( m_lastParticle+m_engine->ParticleAdapt(0.05f) <= m_time )
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@ -82,7 +82,7 @@ bool CAutoStation::EventProcess(const Event &event)
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Math::Matrix* mat;
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Math::Vector pos, ppos, speed;
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Math::Point dim;
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CObject* vehicule;
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CObject* vehicle;
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CObject* power;
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Gfx::TerrainRes res;
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float big, energy, used, add, freq;
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@ -133,10 +133,10 @@ bool CAutoStation::EventProcess(const Event &event)
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freq = 1.0f;
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if ( big > 0.0f )
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{
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vehicule = SearchVehicle();
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if ( vehicule != 0 )
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vehicle = SearchVehicle();
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if ( vehicle != 0 )
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{
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power = vehicule->GetPower();
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power = vehicle->GetPower();
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if ( power != 0 && power->GetCapacity() == 1.0f )
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{
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energy = power->GetEnergy();
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@ -149,7 +149,7 @@ bool CAutoStation::EventProcess(const Event &event)
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big -= add/4.0f; // discharge the large battery
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}
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power = vehicule->GetFret();
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power = vehicle->GetFret();
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if ( power != 0 && power->GetType() == OBJECT_POWER )
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{
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energy = power->GetEnergy();
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@ -75,7 +75,7 @@ bool CMotionAnt::Create(Math::Vector pos, float angle, ObjectType type,
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// Creates the main base.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICULE); // this is a moving object
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICLE); // this is a moving object
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m_object->SetObjectRank(0, rank);
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modelManager->AddModelReference("ant1.mod", false, rank);
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m_object->SetPosition(0, pos);
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@ -73,7 +73,7 @@ bool CMotionBee::Create(Math::Vector pos, float angle, ObjectType type,
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// Creates main base.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICULE); // this is a moving object
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICLE); // this is a moving object
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m_object->SetObjectRank(0, rank);
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modelManager->AddModelReference("bee1.mod", false, rank);
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m_object->SetPosition(0, pos);
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@ -107,7 +107,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type,
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if ( m_main->GetGamerOnlyHead() )
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{
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICULE); // this is a moving object
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICLE); // this is a moving object
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m_object->SetObjectRank(0, rank);
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face = m_main->GetGamerFace();
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sprintf(filename, "human2h%d.mod", face+1);
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@ -134,7 +134,7 @@ bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type,
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// Creates the main base.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICULE); // this is a moving object
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICLE); // this is a moving object
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m_object->SetObjectRank(0, rank);
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if (option == 0) // head in helmet?
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@ -74,7 +74,7 @@ bool CMotionMother::Create(Math::Vector pos, float angle, ObjectType type,
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// Creates main base.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICULE); // this is a moving object
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICLE); // this is a moving object
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m_object->SetObjectRank(0, rank);
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modelManager->AddModelReference("mother1.mod", false, rank);
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m_object->SetPosition(0, pos);
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@ -101,7 +101,7 @@ bool CMotionSpider::Create(Math::Vector pos, float angle, ObjectType type,
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// Creates the main base.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICULE); // this is a moving object
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICLE); // this is a moving object
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m_object->SetObjectRank(0, rank);
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// This is an "empty" object, without triangles
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m_object->SetPosition(0, pos);
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@ -88,7 +88,7 @@ bool CMotionToto::Create(Math::Vector pos, float angle, ObjectType type,
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// Creates the head.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICULE); // this is a moving object
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICLE); // this is a moving object
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m_object->SetObjectRank(0, rank);
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modelManager->AddModelReference("toto1.mod", false, rank);
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m_object->SetPosition(0, pos);
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@ -102,7 +102,7 @@ bool CMotionVehicle::Create(Math::Vector pos, float angle, ObjectType type,
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// Creates the main base.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICULE); // this is a moving object
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICLE); // this is a moving object
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m_object->SetObjectRank(0, rank);
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if (type == OBJECT_MOBILEfa ||
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@ -89,7 +89,7 @@ bool CMotionWorm::Create(Math::Vector pos, float angle, ObjectType type,
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// Creates the main base.
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rank = m_engine->CreateObject();
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICULE); // this is a moving object
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m_engine->SetObjectType(rank, Gfx::ENG_OBJTYPE_VEHICLE); // this is a moving object
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m_object->SetObjectRank(0, rank);
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// This is an "empty" object, without triangles
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m_object->SetPosition(0, pos);
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