Comments translated from French to English.

dev-ui
Programerus 2012-04-10 00:28:31 +03:00
parent 235f767de7
commit 5d08432a53
1 changed files with 27 additions and 25 deletions

View File

@ -12,7 +12,9 @@
// * GNU General Public License for more details.
// *
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.// taskbuild.h
// * along with this program. If not, see http://www.gnu.org/licenses/.
// taskbuild.h
#ifndef _TASKBUILD_H_
#define _TASKBUILD_H_
@ -32,13 +34,13 @@ class CObject;
enum TaskBuildPhase
{
TBP_TURN = 1, // tourne
TBP_MOVE = 2, // avance/recule
TBP_TAKE = 3, // prend arme
TBP_PREP = 4, // prépare
TBP_BUILD = 5, // construit
TBP_TERM = 6, // termine
TBP_RECEDE = 7, // recule terminal
TBP_TURN = 1, // turns
TBP_MOVE = 2, // forward/backward
TBP_TAKE = 3, // takes gun
TBP_PREP = 4, // prepares
TBP_BUILD = 5, // builds
TBP_TERM = 6, // ends
TBP_RECEDE = 7, // back terminal
};
@ -64,24 +66,24 @@ protected:
void DeleteMark(D3DVECTOR pos, float radius);
protected:
ObjectType m_type; // type de construction
CObject* m_metal; // objet metal transformé
CObject* m_power; // pile du véhicule
CObject* m_building; // batiment construit
TaskBuildPhase m_phase; // phase de l'opération
BOOL m_bError; // TRUE -> opération impossible
BOOL m_bBuild; // TRUE -> batiment construit
BOOL m_bBlack; // TRUE -> lumières noir -> blanc
float m_time; // temps absolu
float m_lastParticule;// temps génération dernière particule
ObjectType m_type; // type of construction
CObject* m_metal; // transforms metal object
CObject* m_power; // the vehicle battery
CObject* m_building; // building built
TaskBuildPhase m_phase; // phase of the operation
BOOL m_bError; // TRUE -> operation impossible
BOOL m_bBuild; // TRUE -> building built
BOOL m_bBlack; // TRUE -> lights black -> white
float m_time; // absolute time
float m_lastParticule; // time of generation last particle
float m_progress; // progression (0..1)
float m_speed; // vitesse de la progression
float m_angleY; // angle de rotation du véhicule
float m_angleZ; // angle de rotation du canon
D3DVECTOR m_buildingPos; // position initiale du batiment
float m_buildingHeight;// hauteur du building
int m_lightRank[TBMAXLIGHT];// lumières pour les effets
int m_soundChannel;
float m_speed; // speed of progression
float m_angleY; // rotation angle of the vehicle
float m_angleZ; // angle of rotation of the gun
D3DVECTOR m_buildingPos; // initial position of the building
float m_buildingHeight; // height of the building
int m_lightRank[TBMAXLIGHT];// lights for the effects
int m_soundChannel;
};