diff --git a/src/blitz.cpp b/src/blitz.cpp index fad1e83c..ee23d711 100644 --- a/src/blitz.cpp +++ b/src/blitz.cpp @@ -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 �clairs. +// Removes lightning. void CBlitz::Flush() { @@ -80,7 +80,7 @@ void CBlitz::Flush() } -// Gestion d'un �v�nement. +// Management of an event BOOL CBlitz::EventProcess(const Event &event) { @@ -91,7 +91,7 @@ BOOL CBlitz::EventProcess(const Event &event) return TRUE; } -// Fait �voluer les �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�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 �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 �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'�tat des �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�cifie l'�tat des �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'�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� ? + if ( !pObj->RetActif() ) continue; // inactive object? + if ( pObj->RetTruck() != 0 ) continue; // object transported? type = pObj->RetType(); if ( type == OBJECT_BASE || - type == OBJECT_PARA ) // b�timent � 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� + 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-- ) {