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) CBlitz::CBlitz(CInstanceManager* iMan, CD3DEngine* engine)
{ {
@ -53,14 +53,14 @@ CBlitz::CBlitz(CInstanceManager* iMan, CD3DEngine* engine)
Flush(); Flush();
} }
// Destructeur du terrain. // Destructor of the terrain.
CBlitz::~CBlitz() CBlitz::~CBlitz()
{ {
} }
// Supprime les <20>clairs. // Removes lightning.
void CBlitz::Flush() 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) BOOL CBlitz::EventProcess(const Event &event)
{ {
@ -91,7 +91,7 @@ BOOL CBlitz::EventProcess(const Event &event)
return TRUE; return TRUE;
} }
// Fait <20>voluer les <20>clairs. // Evolved lightning.
BOOL CBlitz::EventFrame(const Event &event) BOOL CBlitz::EventFrame(const Event &event)
{ {
@ -134,7 +134,7 @@ BOOL CBlitz::EventFrame(const Event &event)
type = pObj->RetType(); type = pObj->RetType();
if ( type == OBJECT_BASE ) 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 ) else if ( type == OBJECT_PARA )
{ {
@ -143,7 +143,7 @@ BOOL CBlitz::EventFrame(const Event &event)
{ {
automat->StartBlitz(); automat->StartBlitz();
} }
m_pos.y += 67.0f; // sommet du paratonnerre m_pos.y += 67.0f; // top of lightning rod
} }
else else
{ {
@ -157,7 +157,7 @@ BOOL CBlitz::EventFrame(const Event &event)
if ( dist < deep ) 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_sound->Play(SOUND_BLITZ, pos);
m_camera->StartOver(OE_BLITZ, m_pos, 1.0f); 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() void CBlitz::Draw()
{ {
@ -232,7 +232,7 @@ void CBlitz::Draw()
texInf.x = 64.5f/256.0f; texInf.x = 64.5f/256.0f;
texInf.y = 33.0f/256.0f; texInf.y = 33.0f/256.0f;
texSup.x = 95.5f/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; p1 = m_pos;
eye = m_engine->RetEyePt(); 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) 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) 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; 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) 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) CObject* CBlitz::SearchObject(D3DVECTOR pos)
{ {
@ -365,7 +365,7 @@ CObject* CBlitz::SearchObject(D3DVECTOR pos)
float min, dist, detect; float min, dist, detect;
int i, nbPara; 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; pBest = 0;
min = 100000.0f; min = 100000.0f;
nbPara = 0; nbPara = 0;
@ -374,12 +374,12 @@ CObject* CBlitz::SearchObject(D3DVECTOR pos)
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i); pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
if ( pObj == 0 ) break; if ( pObj == 0 ) break;
if ( !pObj->RetActif() ) continue; // objet inactif ? if ( !pObj->RetActif() ) continue; // inactive object?
if ( pObj->RetTruck() != 0 ) continue; // objet transport<72> ? if ( pObj->RetTruck() != 0 ) continue; // object transported?
type = pObj->RetType(); type = pObj->RetType();
if ( type == OBJECT_BASE || if ( type == OBJECT_BASE ||
type == OBJECT_PARA ) // b<EFBFBD>timent <20> effet paratonnerre ? type == OBJECT_PARA ) // building a lightning effect?
{ {
pObjPara[nbPara] = pObj; pObjPara[nbPara] = pObj;
pPos[nbPara] = pObj->RetPosition(0); pPos[nbPara] = pObj->RetPosition(0);
@ -453,9 +453,9 @@ CObject* CBlitz::SearchObject(D3DVECTOR pos)
pBest = pObj; 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); oPos = pBest->RetPosition(0);
for ( i=nbPara-1 ; i>=0 ; i-- ) for ( i=nbPara-1 ; i>=0 ; i-- )
{ {