Comments translated from French to English.
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a0e7c86136
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@ -39,7 +39,7 @@
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// Constructeur du terrain.
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// Constructor of the terrain.
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CBlitz::CBlitz(CInstanceManager* iMan, CD3DEngine* engine)
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{
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@ -53,14 +53,14 @@ CBlitz::CBlitz(CInstanceManager* iMan, CD3DEngine* engine)
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Flush();
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}
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// Destructeur du terrain.
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// Destructor of the terrain.
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CBlitz::~CBlitz()
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{
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}
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// Supprime les <20>clairs.
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// Removes lightning.
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void CBlitz::Flush()
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{
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@ -80,7 +80,7 @@ void CBlitz::Flush()
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}
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// Gestion d'un <20>v<EFBFBD>nement.
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// Management of an event
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BOOL CBlitz::EventProcess(const Event &event)
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{
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@ -91,7 +91,7 @@ BOOL CBlitz::EventProcess(const Event &event)
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return TRUE;
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}
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// Fait <20>voluer les <20>clairs.
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// Evolved lightning.
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BOOL CBlitz::EventFrame(const Event &event)
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{
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@ -134,7 +134,7 @@ BOOL CBlitz::EventFrame(const Event &event)
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type = pObj->RetType();
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if ( type == OBJECT_BASE )
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{
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m_pos.y += 120.0f; // sommet de la fus<75>e
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m_pos.y += 120.0f; // top of the rocket
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}
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else if ( type == OBJECT_PARA )
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{
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@ -143,7 +143,7 @@ BOOL CBlitz::EventFrame(const Event &event)
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{
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automat->StartBlitz();
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}
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m_pos.y += 67.0f; // sommet du paratonnerre
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m_pos.y += 67.0f; // top of lightning rod
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}
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else
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{
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@ -157,7 +157,7 @@ BOOL CBlitz::EventFrame(const Event &event)
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if ( dist < deep )
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{
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pos = eye+((m_pos-eye)*0.2f); // comme si proche !
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pos = eye+((m_pos-eye)*0.2f); // like so close!
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m_sound->Play(SOUND_BLITZ, pos);
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m_camera->StartOver(OE_BLITZ, m_pos, 1.0f);
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@ -206,7 +206,7 @@ BOOL CBlitz::EventFrame(const Event &event)
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}
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// Dessine les <20>clairs.
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// Draw lightning.
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void CBlitz::Draw()
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{
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@ -232,7 +232,7 @@ void CBlitz::Draw()
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texInf.x = 64.5f/256.0f;
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texInf.y = 33.0f/256.0f;
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texSup.x = 95.5f/256.0f;
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texSup.y = 34.0f/256.0f; // blanc
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texSup.y = 34.0f/256.0f; // blank
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p1 = m_pos;
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eye = m_engine->RetEyePt();
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@ -291,7 +291,7 @@ void CBlitz::Draw()
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}
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// Enclanche les <20>clairs.
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// Triggers lightning.
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BOOL CBlitz::Create(float sleep, float delay, float magnetic)
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{
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@ -324,7 +324,7 @@ BOOL CBlitz::Create(float sleep, float delay, float magnetic)
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}
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// Donne l'<27>tat des <20>clairs.
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// Gives the status of lightning.
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BOOL CBlitz::GetStatus(float &sleep, float &delay, float &magnetic, float &progress)
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{
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@ -338,7 +338,7 @@ BOOL CBlitz::GetStatus(float &sleep, float &delay, float &magnetic, float &progr
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return TRUE;
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}
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// Sp<EFBFBD>cifie l'<27>tat des <20>clairs.
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// Specifies the status of lightning.
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BOOL CBlitz::SetStatus(float sleep, float delay, float magnetic, float progress)
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{
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@ -355,7 +355,7 @@ BOOL CBlitz::SetStatus(float sleep, float delay, float magnetic, float progress)
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}
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// Cherche l'objet le plus proche de l'<27>clair.
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// Seeking the object closest to the lightning.
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CObject* CBlitz::SearchObject(D3DVECTOR pos)
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{
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@ -365,7 +365,7 @@ CObject* CBlitz::SearchObject(D3DVECTOR pos)
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float min, dist, detect;
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int i, nbPara;
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// Cherche l'objet le plus proche du point d'impact de la foudre.
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// Seeking the object closest to the point of impact of lightning.
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pBest = 0;
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min = 100000.0f;
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nbPara = 0;
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@ -374,12 +374,12 @@ CObject* CBlitz::SearchObject(D3DVECTOR pos)
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pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
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if ( pObj == 0 ) break;
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if ( !pObj->RetActif() ) continue; // objet inactif ?
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if ( pObj->RetTruck() != 0 ) continue; // objet transport<72> ?
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if ( !pObj->RetActif() ) continue; // inactive object?
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if ( pObj->RetTruck() != 0 ) continue; // object transported?
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type = pObj->RetType();
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if ( type == OBJECT_BASE ||
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type == OBJECT_PARA ) // b<EFBFBD>timent <20> effet paratonnerre ?
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type == OBJECT_PARA ) // building a lightning effect?
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{
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pObjPara[nbPara] = pObj;
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pPos[nbPara] = pObj->RetPosition(0);
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@ -453,9 +453,9 @@ CObject* CBlitz::SearchObject(D3DVECTOR pos)
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pBest = pObj;
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}
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}
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if ( pBest == 0 ) return 0; // rien trouv<75>
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if ( pBest == 0 ) return 0; // nothing found
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// Sous la protection d'un paratonnerre ?
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// Under the protection of a lightning conductor?
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oPos = pBest->RetPosition(0);
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for ( i=nbPara-1 ; i>=0 ; i-- )
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{
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