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