Comments translated from French to English.

dev-ui
Programerus 2012-03-16 17:29:12 +01:00
parent a0e7c86136
commit 65eb675b32
1 changed files with 20 additions and 20 deletions

View File

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