diff options
author | Programerus <alcadeias95@gmail.com> | 2012-04-04 20:40:30 +0300 |
---|---|---|
committer | Programerus <alcadeias95@gmail.com> | 2012-04-04 20:40:30 +0300 |
commit | a2077103ef25212ba4a2c707d6c0d24be3e766dc (patch) | |
tree | d948e356695228b3e4047e71ddf2ffdf0c8e677e | |
parent | 3f00d622fca4f402de272415d457dfab499f0c3f (diff) | |
download | colobot-a2077103ef25212ba4a2c707d6c0d24be3e766dc.tar.gz colobot-a2077103ef25212ba4a2c707d6c0d24be3e766dc.tar.bz2 colobot-a2077103ef25212ba4a2c707d6c0d24be3e766dc.zip |
Comments translated from French to English.
-rw-r--r-- | src/object.cpp | 180 |
1 files changed, 90 insertions, 90 deletions
diff --git a/src/object.cpp b/src/object.cpp index 6db551f..e45154b 100644 --- a/src/object.cpp +++ b/src/object.cpp @@ -2281,14 +2281,14 @@ BOOL CObject::CreateShadowLight(float height, D3DCOLORVALUE color) return TRUE;
}
-// Retourne le num�ro de la lumi�re d'ombre n�gative.
+// Returns the number of negative light shade.
int CObject::RetShadowLight()
{
return m_shadowLight;
}
-// Cr�e la lumi�re pour les effects d'un v�hicule.
+// Creates light for the effects of a vehicle.
BOOL CObject::CreateEffectLight(float height, D3DCOLORVALUE color)
{
@@ -2307,7 +2307,7 @@ BOOL CObject::CreateEffectLight(float height, D3DCOLORVALUE color) light.dvPosition.y = 0.0f+height;
light.dvPosition.z = 0.0f;
light.dvDirection.x = 0.0f;
- light.dvDirection.y = -1.0f; // contre en bas
+ light.dvDirection.y = -1.0f; // against the bottom
light.dvDirection.z = 0.0f;
light.dvRange = D3DLIGHT_RANGE_MAX;
light.dvFalloff = 1.0f;
@@ -2326,14 +2326,14 @@ BOOL CObject::CreateEffectLight(float height, D3DCOLORVALUE color) return TRUE;
}
-// Retourne le num�ro de la lumi�re des effets.
+// Returns the number of light effects.
int CObject::RetEffectLight()
{
return m_effectLight;
}
-// Cr�e l'ombre circulaire sous un v�hicule.
+// Creates the circular shadow underneath a vehicle.
BOOL CObject::CreateShadowCircle(float radius, float intensity,
D3DShadowType type)
@@ -2355,7 +2355,7 @@ BOOL CObject::CreateShadowCircle(float radius, float intensity, return TRUE;
}
-// Cr�e un batiment quelconque pos� sur le sol.
+// Creates a building laying on the ground.
BOOL CObject::CreateBuilding(D3DVECTOR pos, float angle, float height,
ObjectType type, float power)
@@ -2371,7 +2371,7 @@ BOOL CObject::CreateBuilding(D3DVECTOR pos, float angle, float height, SetType(type);
rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEFIX); // c'est un objet fixe
+ m_engine->SetObjectType(rank, TYPEFIX); // it is a stationary object
SetObjectRank(0, rank);
if ( m_type == OBJECT_PORTICO )
@@ -2539,7 +2539,7 @@ BOOL CObject::CreateBuilding(D3DVECTOR pos, float angle, float height, m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(9, rank);
SetObjectParent(9, 0);
- pModFile->ReadModel("objects\\base3.mod"); // pilier central
+ pModFile->ReadModel("objects\\base3.mod"); // central pillar
pModFile->CreateEngineObject(rank);
CreateCrashSphere(D3DVECTOR( 0.0f, 33.0f, 0.0f), 2.5f, SOUND_BOUMm, 0.45f);
@@ -2726,7 +2726,7 @@ BOOL CObject::CreateBuilding(D3DVECTOR pos, float angle, float height, SetGlobalSphere(D3DVECTOR(-7.0f, 5.0f, 0.0f), 5.0f);
m_character.posPower = D3DVECTOR(0.0f, 3.0f, 0.0f);
- m_energy = power; // initialise le niveau d'�nergie
+ m_energy = power; // initializes the energy level
CreateShadowCircle(6.0f, 0.5f);
}
@@ -3214,7 +3214,7 @@ BOOL CObject::CreateBuilding(D3DVECTOR pos, float angle, float height, }
#if 0
- if ( power > 0.0f ) // cr�e une pile ?
+ if ( power > 0.0f ) // creates a battery?
{
CObject* pPower;
@@ -3243,7 +3243,7 @@ BOOL CObject::CreateBuilding(D3DVECTOR pos, float angle, float height, pos = RetPosition(0);
pos.y += height;
- SetPosition(0, pos); // pour afficher les ombres tout de suite
+ SetPosition(0, pos); // to display the shadows immediately
CreateOtherObject(type);
m_engine->LoadAllTexture();
@@ -3252,7 +3252,7 @@ BOOL CObject::CreateBuilding(D3DVECTOR pos, float angle, float height, return TRUE;
}
-// Cr�e une petite ressource pos�e sur le sol.
+// Creates a small resource set on the ground.
BOOL CObject::CreateResource(D3DVECTOR pos, float angle, ObjectType type,
float power)
@@ -3272,7 +3272,7 @@ BOOL CObject::CreateResource(D3DVECTOR pos, float angle, ObjectType type, SetType(type);
rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEFIX); // c'est un objet fixe
+ m_engine->SetObjectType(rank, TYPEFIX); // it is a stationary object
SetObjectRank(0, rank);
SetEnergy(power);
@@ -3314,7 +3314,7 @@ BOOL CObject::CreateResource(D3DVECTOR pos, float angle, ObjectType type, SetPosition(0, pos);
SetAngleY(0, angle);
- if ( type == OBJECT_SHOW ) // reste en l'air ?
+ if ( type == OBJECT_SHOW ) // remains in the air?
{
delete pModFile;
return TRUE;
@@ -3367,13 +3367,13 @@ BOOL CObject::CreateResource(D3DVECTOR pos, float angle, ObjectType type, pos = RetPosition(0);
pos.y += height;
- SetPosition(0, pos); // pour afficher les ombres tout de suite
+ SetPosition(0, pos); // to display the shadows immediately
delete pModFile;
return TRUE;
}
-// Cr�e un drapeau pos� sur le sol.
+// Creates a flag placed on the ground.
BOOL CObject::CreateFlag(D3DVECTOR pos, float angle, ObjectType type)
{
@@ -3395,7 +3395,7 @@ BOOL CObject::CreateFlag(D3DVECTOR pos, float angle, ObjectType type) if ( type == OBJECT_FLAGv ) strcpy(name, "objects\\flag1v.mod");
rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEFIX); // c'est un objet fixe
+ m_engine->SetObjectType(rank, TYPEFIX); // it is a stationary object
SetObjectRank(0, rank);
pModFile->ReadModel(name);
pModFile->CreateEngineObject(rank);
@@ -3430,13 +3430,13 @@ BOOL CObject::CreateFlag(D3DVECTOR pos, float angle, ObjectType type) FloorAdjust();
pos = RetPosition(0);
- SetPosition(0, pos); // pour afficher les ombres tout de suite
+ SetPosition(0, pos); // to display the shadows immediately
delete pModFile;
return TRUE;
}
-// Cr�e une barri�re pos�e sur le sol.
+// Creates a barrier placed on the ground.
BOOL CObject::CreateBarrier(D3DVECTOR pos, float angle, float height,
ObjectType type)
@@ -3486,7 +3486,7 @@ BOOL CObject::CreateBarrier(D3DVECTOR pos, float angle, float height, CreateShadowCircle(12.0f, 0.5f, D3DSHADOWWORM);
}
- if ( type == OBJECT_BARRIER2 ) // en carton ?
+ if ( type == OBJECT_BARRIER2 ) // cardboard?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -3505,7 +3505,7 @@ BOOL CObject::CreateBarrier(D3DVECTOR pos, float angle, float height, CreateShadowCircle(12.0f, 0.8f, D3DSHADOWWORM);
}
- if ( type == OBJECT_BARRIER3 ) // allumettes + paille ?
+ if ( type == OBJECT_BARRIER3 ) // match + straw?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -3525,7 +3525,7 @@ BOOL CObject::CreateBarrier(D3DVECTOR pos, float angle, float height, }
pos = RetPosition(0);
- SetPosition(0, pos); // pour afficher les ombres tout de suite
+ SetPosition(0, pos); // to display the shadows immediately
SetFloorHeight(0.0f);
CreateOtherObject(type);
@@ -3539,7 +3539,7 @@ BOOL CObject::CreateBarrier(D3DVECTOR pos, float angle, float height, return TRUE;
}
-// Cr�e une plante pos�e sur le sol.
+// Creates a plant placed on the ground.
BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height,
ObjectType type)
@@ -3557,7 +3557,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, type == OBJECT_PLANT1 ||
type == OBJECT_PLANT2 ||
type == OBJECT_PLANT3 ||
- type == OBJECT_PLANT4 ) // standard ?
+ type == OBJECT_PLANT4 ) // standard?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -3582,7 +3582,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, if ( type == OBJECT_PLANT5 ||
type == OBJECT_PLANT6 ||
- type == OBJECT_PLANT7 ) // tr�fle ?
+ type == OBJECT_PLANT7 ) // clover?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -3601,7 +3601,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, }
if ( type == OBJECT_PLANT8 ||
- type == OBJECT_PLANT9 ) // courgette ?
+ type == OBJECT_PLANT9 ) // squash?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -3622,7 +3622,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, type == OBJECT_PLANT11 ||
type == OBJECT_PLANT12 ||
type == OBJECT_PLANT13 ||
- type == OBJECT_PLANT14 ) // plante grasse ?
+ type == OBJECT_PLANT14 ) // succulent?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -3647,7 +3647,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, type == OBJECT_PLANT16 ||
type == OBJECT_PLANT17 ||
type == OBJECT_PLANT18 ||
- type == OBJECT_PLANT19 ) // foug�re ?
+ type == OBJECT_PLANT19 ) // fern?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -3762,7 +3762,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, CreateShadowCircle(8.0f, 0.5f);
}
- if ( type == OBJECT_TREE5 ) // arbre g�ant (pour monde "teen")
+ if ( type == OBJECT_TREE5 ) // giant tree (for the world "teen")
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -3780,7 +3780,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, }
pos = RetPosition(0);
- SetPosition(0, pos); // pour afficher les ombres tout de suite
+ SetPosition(0, pos); // to display the shadows immediately
SetFloorHeight(0.0f);
CreateOtherObject(type);
@@ -3793,7 +3793,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, return TRUE;
}
-// Cr�e un champignon pos� sur le sol.
+// Creates a mushroom placed on the ground.
BOOL CObject::CreateMushroom(D3DVECTOR pos, float angle, float height,
ObjectType type)
@@ -3842,7 +3842,7 @@ BOOL CObject::CreateMushroom(D3DVECTOR pos, float angle, float height, }
pos = RetPosition(0);
- SetPosition(0, pos); // pour afficher les ombres tout de suite
+ SetPosition(0, pos); // to display the shadows immediately
SetFloorHeight(0.0f);
CreateOtherObject(type);
@@ -3855,7 +3855,7 @@ BOOL CObject::CreateMushroom(D3DVECTOR pos, float angle, float height, return TRUE;
}
-// Cr�e un jouet pos� sur le sol.
+// Creates a toy placed on the ground.
BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height,
ObjectType type)
@@ -3875,7 +3875,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, fShadow = Norm(1.0f-height/10.0f);
- if ( type == OBJECT_TEEN0 ) // crayon orange lg=10
+ if ( type == OBJECT_TEEN0 ) // orange pencil lg=10
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -3895,7 +3895,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(5.0f, 0.8f*fShadow, D3DSHADOWWORM);
}
- if ( type == OBJECT_TEEN1 ) // crayon bleu lg=14
+ if ( type == OBJECT_TEEN1 ) // blue pencil lg=14
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -3917,7 +3917,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(6.0f, 0.8f*fShadow, D3DSHADOWWORM);
}
- if ( type == OBJECT_TEEN2 ) // crayon rouge lg=16
+ if ( type == OBJECT_TEEN2 ) // red pencil lg=16
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -3939,7 +3939,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(6.0f, 0.8f*fShadow, D3DSHADOWWORM);
}
- if ( type == OBJECT_TEEN3 ) // bocal avec crayon
+ if ( type == OBJECT_TEEN3 ) // jar with pencils
{
rank = m_engine->CreateObject();
//? m_engine->SetObjectType(rank, TYPEFIX);
@@ -3956,7 +3956,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(6.0f, 0.5f*fShadow);
}
- if ( type == OBJECT_TEEN4 ) // ciseaux
+ if ( type == OBJECT_TEEN4 ) // scissors
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -3995,7 +3995,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(8.0f, 0.2f*fShadow);
}
- if ( type == OBJECT_TEEN6 ) // livre 1
+ if ( type == OBJECT_TEEN6 ) // book 1
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4016,7 +4016,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 0.2f*fShadow);
}
- if ( type == OBJECT_TEEN7 ) // livre 2
+ if ( type == OBJECT_TEEN7 ) // book 2
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4037,7 +4037,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 0.2f*fShadow);
}
- if ( type == OBJECT_TEEN8 ) // pile de livres 1
+ if ( type == OBJECT_TEEN8 ) // a stack of books 1
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4059,7 +4059,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 0.2f*fShadow);
}
- if ( type == OBJECT_TEEN9 ) // pile de livres 2
+ if ( type == OBJECT_TEEN9 ) // a stack of books 2
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4081,7 +4081,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 0.2f*fShadow);
}
- if ( type == OBJECT_TEEN10 ) // biblioth�que
+ if ( type == OBJECT_TEEN10 ) // bookcase
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4107,7 +4107,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(40.0f, 0.2f*fShadow);
}
- if ( type == OBJECT_TEEN11 ) // lampe
+ if ( type == OBJECT_TEEN11 ) // lamp
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4126,12 +4126,12 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, pos = Transform(*mat, D3DVECTOR(-65.0f, 40.0f, 0.0f));
color.r = 4.0f;
color.g = 2.0f;
- color.b = 0.0f; // jaune-orange
+ color.b = 0.0f; // yellow-orange
color.a = 0.0f;
m_main->CreateSpot(pos, color);
}
- if ( type == OBJECT_TEEN12 ) // coca
+ if ( type == OBJECT_TEEN12 ) // coke
{
rank = m_engine->CreateObject();
//? m_engine->SetObjectType(rank, TYPEFIX);
@@ -4148,7 +4148,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(4.5f, 1.0f*fShadow);
}
- if ( type == OBJECT_TEEN13 ) // carton ferm�
+ if ( type == OBJECT_TEEN13 ) // cardboard farm
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4173,7 +4173,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 1.0f*fShadow);
}
- if ( type == OBJECT_TEEN14 ) // carton ouvert
+ if ( type == OBJECT_TEEN14 ) // open box
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4198,7 +4198,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 1.0f*fShadow);
}
- if ( type == OBJECT_TEEN15 ) // pile de cartons
+ if ( type == OBJECT_TEEN15 ) // stack of cartons
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4223,7 +4223,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 1.0f*fShadow);
}
- if ( type == OBJECT_TEEN16 ) // arrosoir
+ if ( type == OBJECT_TEEN16 ) // watering can
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4241,7 +4241,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(18.0f, 1.0f*fShadow);
}
- if ( type == OBJECT_TEEN17 ) // roue |
+ if ( type == OBJECT_TEEN17 ) // wheel |
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4257,7 +4257,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(24.0f, 0.5f*fShadow);
}
- if ( type == OBJECT_TEEN18 ) // roue /
+ if ( type == OBJECT_TEEN18 ) // wheel /
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4273,7 +4273,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(24.0f, 0.5f*fShadow);
}
- if ( type == OBJECT_TEEN19 ) // roue =
+ if ( type == OBJECT_TEEN19 ) // wheel =
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4289,7 +4289,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(33.0f, 1.0f*fShadow);
}
- if ( type == OBJECT_TEEN20 ) // mur avec �tag�re
+ if ( type == OBJECT_TEEN20 ) // wall with shelf
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4310,7 +4310,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateCrashSphere(D3DVECTOR( 83.0f, 0.0f, -35.0f), 4.0f, SOUND_BOUMm, 0.45f);
}
- if ( type == OBJECT_TEEN21 ) // mur avec fen�tre
+ if ( type == OBJECT_TEEN21 ) // wall with window
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4322,7 +4322,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, SetZoom(0, zoom);
}
- if ( type == OBJECT_TEEN22 ) // mur avec porte et �tag�re
+ if ( type == OBJECT_TEEN22 ) // wall with door and shelf
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4339,7 +4339,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateCrashSphere(D3DVECTOR( -15.0f, 0.0f, -35.0f), 4.0f, SOUND_BOUMm, 0.45f);
}
- if ( type == OBJECT_TEEN23 ) // skate sur ses roues
+ if ( type == OBJECT_TEEN23 ) // skateboard on wheels
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4350,7 +4350,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, SetAngleY(0, angle);
SetZoom(0, zoom);
- if ( m_option == 1 ) // passage sous le skate interdit ?
+ if ( m_option == 1 ) // passage under the prohibited skateboard?
{
CreateCrashSphere(D3DVECTOR(-10.0f, 2.0f, 0.0f), 11.0f, SOUND_BOUMm, 0.45f);
CreateCrashSphere(D3DVECTOR( 10.0f, 2.0f, 0.0f), 11.0f, SOUND_BOUMm, 0.45f);
@@ -4398,7 +4398,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 0.2f*fShadow);
}
- if ( type == OBJECT_TEEN26 ) // lampe au plafond
+ if ( type == OBJECT_TEEN26 ) // ceiling lamp
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4417,12 +4417,12 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, pos = Transform(*mat, D3DVECTOR(0.0f, 50.0f, 0.0f));
color.r = 4.0f;
color.g = 2.0f;
- color.b = 0.0f; // jaune-orange
+ color.b = 0.0f; // yellow-orange
color.a = 0.0f;
m_main->CreateSpot(pos, color);
}
- if ( type == OBJECT_TEEN27 ) // grande plante ?
+ if ( type == OBJECT_TEEN27 ) // large plant?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4437,7 +4437,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(40.0f, 0.5f);
}
- if ( type == OBJECT_TEEN28 ) // bouteille ?
+ if ( type == OBJECT_TEEN28 ) // bottle?
{
rank = m_engine->CreateObject();
//? m_engine->SetObjectType(rank, TYPEFIX);
@@ -4453,7 +4453,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(7.0f, 0.6f*fShadow);
}
- if ( type == OBJECT_TEEN29 ) // pont ?
+ if ( type == OBJECT_TEEN29 ) // bridge?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4466,7 +4466,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, bFloorAdjust = FALSE;
}
- if ( type == OBJECT_TEEN30 ) // saut ?
+ if ( type == OBJECT_TEEN30 ) // jump?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4482,7 +4482,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 1.0f*fShadow);
}
- if ( type == OBJECT_TEEN31 ) // basket ?
+ if ( type == OBJECT_TEEN31 ) // basket?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4501,7 +4501,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(16.0f, 0.6f*fShadow);
}
- if ( type == OBJECT_TEEN32 ) // chaise ?
+ if ( type == OBJECT_TEEN32 ) // chair?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4520,7 +4520,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(35.0f, 0.3f*fShadow);
}
- if ( type == OBJECT_TEEN33 ) // panneau ?
+ if ( type == OBJECT_TEEN33 ) // panel?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4535,7 +4535,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(10.0f, 0.3f*fShadow);
}
- if ( type == OBJECT_TEEN34 ) // caillou ?
+ if ( type == OBJECT_TEEN34 ) // stone?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4550,7 +4550,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(3.0f, 1.0f*fShadow);
}
- if ( type == OBJECT_TEEN35 ) // tuyau ?
+ if ( type == OBJECT_TEEN35 ) // pipe?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4569,7 +4569,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(40.0f, 0.8f*fShadow, D3DSHADOWWORM);
}
- if ( type == OBJECT_TEEN36 ) // tronc ?
+ if ( type == OBJECT_TEEN36 ) // trunk?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4582,7 +4582,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, bFloorAdjust = FALSE;
}
- if ( type == OBJECT_TEEN37 ) // bateau ?
+ if ( type == OBJECT_TEEN37 ) // boat?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4595,7 +4595,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, bFloorAdjust = FALSE;
}
- if ( type == OBJECT_TEEN38 ) // ventillateur ?
+ if ( type == OBJECT_TEEN38 ) // fan?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4610,7 +4610,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(1, rank);
SetObjectParent(1, 0);
- pModFile->ReadModel("objects\\teen38b.mod"); // moteur
+ pModFile->ReadModel("objects\\teen38b.mod"); // engine
pModFile->CreateEngineObject(rank);
SetPosition(1, D3DVECTOR(0.0f, 30.0f, 0.0f));
@@ -4618,7 +4618,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(2, rank);
SetObjectParent(2, 1);
- pModFile->ReadModel("objects\\teen38c.mod"); // h�lice
+ pModFile->ReadModel("objects\\teen38c.mod"); // propeller
pModFile->CreateEngineObject(rank);
SetPosition(2, D3DVECTOR(0.0f, 0.0f, 0.0f));
@@ -4627,7 +4627,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(15.0f, 0.5f*fShadow);
}
- if ( type == OBJECT_TEEN39 ) // plante en pot ?
+ if ( type == OBJECT_TEEN39 ) // potted plant?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4643,7 +4643,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(10.0f, 1.0f*fShadow);
}
- if ( type == OBJECT_TEEN40 ) // ballon ?
+ if ( type == OBJECT_TEEN40 ) // balloon?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4659,7 +4659,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(15.0f, 0.7f*fShadow);
}
- if ( type == OBJECT_TEEN41 ) // cl�ture ?
+ if ( type == OBJECT_TEEN41 ) // fence?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4671,7 +4671,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, SetZoom(0, zoom);
}
- if ( type == OBJECT_TEEN42 ) // tr�fle ?
+ if ( type == OBJECT_TEEN42 ) // clover?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4686,7 +4686,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(15.0f, 0.4f*fShadow);
}
- if ( type == OBJECT_TEEN43 ) // tr�fle ?
+ if ( type == OBJECT_TEEN43 ) // clover?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4701,7 +4701,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(15.0f, 0.4f*fShadow);
}
- if ( type == OBJECT_TEEN44 ) // caisse ?
+ if ( type == OBJECT_TEEN44 ) // car?
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEFIX);
@@ -4718,7 +4718,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, }
pos = RetPosition(0);
- SetPosition(0, pos); // pour afficher les ombres tout de suite
+ SetPosition(0, pos); // to display the shadows immediately
if ( bFloorAdjust )
{
@@ -4736,7 +4736,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, return TRUE;
}
-// Cr�e un quartz pos� sur le sol.
+// Creates a crystal placed on the ground.
BOOL CObject::CreateQuartz(D3DVECTOR pos, float angle, float height,
ObjectType type)
@@ -4813,7 +4813,7 @@ BOOL CObject::CreateQuartz(D3DVECTOR pos, float angle, float height, }
pos = RetPosition(0);
- SetPosition(0, pos); // pour afficher les ombres tout de suite
+ SetPosition(0, pos); // to display the shadows immediately
SetFloorHeight(0.0f);
CreateOtherObject(type);
@@ -4849,7 +4849,7 @@ BOOL CObject::CreateQuartz(D3DVECTOR pos, float angle, float height, return TRUE;
}
-// Cr�e une racine pos�e sur le sol.
+// Creates a root placed on the ground.
BOOL CObject::CreateRoot(D3DVECTOR pos, float angle, float height,
ObjectType type)
@@ -5013,7 +5013,7 @@ BOOL CObject::CreateRoot(D3DVECTOR pos, float angle, float height, }
pos = RetPosition(0);
- SetPosition(0, pos); // pour afficher les ombres tout de suite
+ SetPosition(0, pos); // to display the shadows immediately
SetFloorHeight(0.0f);
CreateOtherObject(type);
@@ -5026,7 +5026,7 @@ BOOL CObject::CreateRoot(D3DVECTOR pos, float angle, float height, return TRUE;
}
-// Cr�e une petite maison.
+// Creates a small home.
BOOL CObject::CreateHome(D3DVECTOR pos, float angle, float height,
ObjectType type)
@@ -5057,7 +5057,7 @@ BOOL CObject::CreateHome(D3DVECTOR pos, float angle, float height, }
pos = RetPosition(0);
- SetPosition(0, pos); // pour afficher les ombres tout de suite
+ SetPosition(0, pos); // to display the shadows immediately
SetFloorHeight(0.0f);
CreateOtherObject(type);
@@ -5070,7 +5070,7 @@ BOOL CObject::CreateHome(D3DVECTOR pos, float angle, float height, return TRUE;
}
-// Cr�e une ruine pos�e sur le sol.
+// Creates ruin placed on the ground.
BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
ObjectType type)
@@ -5086,7 +5086,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height, SetType(type);
rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEFIX); // c'est un objet fixe
+ m_engine->SetObjectType(rank, TYPEFIX); // it is a stationary object
SetObjectRank(0, rank);
name[0] = 0;
@@ -5110,7 +5110,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height, SetPosition(0, pos);
SetAngleY(0, angle);
- if ( type == OBJECT_RUINmobilew1 ) // v�hicule � roues ?
+ if ( type == OBJECT_RUINmobilew1 ) // vehicle had wheels?
{
// Cr�e la roue arri�re-droite.
rank = m_engine->CreateObject();
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