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authorProgramerus <alcadeias95@gmail.com>2012-04-06 21:57:20 +0300
committerProgramerus <alcadeias95@gmail.com>2012-04-06 21:57:20 +0300
commitcfddac0e46012bf859c4b4abfd3ace8c338b04e7 (patch)
treed9e81b866a1c2da9ed422754922a0cfb05e87b93
parentbb21367eeafd91954ca995e4fecee2268673a283 (diff)
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Comments translated from French to English.
-rw-r--r--src/physics.cpp104
1 files changed, 52 insertions, 52 deletions
diff --git a/src/physics.cpp b/src/physics.cpp
index 1f10002..4c43f46 100644
--- a/src/physics.cpp
+++ b/src/physics.cpp
@@ -3001,9 +3001,9 @@ void CPhysics::FrameParticule(float aTime, float rTime)
energy = power->RetEnergy();
}
- if ( energy != m_lastEnergy ) // changement du niveau d'�nergie ?
+ if ( energy != m_lastEnergy ) // change the energy level?
{
- if ( energy > m_lastEnergy ) // recharge ?
+ if ( energy > m_lastEnergy ) // recharge?
{
PowerParticule(1.0f, FALSE);
bFlash = TRUE;
@@ -3011,7 +3011,7 @@ void CPhysics::FrameParticule(float aTime, float rTime)
if ( energy == 0.0f || m_lastEnergy == 0.0f )
{
- m_restBreakParticule = 2.5f; // particules pendant 2.5s
+ m_restBreakParticule = 2.5f; // particles for 2.5s
}
m_lastEnergy = energy;
@@ -3040,7 +3040,7 @@ void CPhysics::FrameParticule(float aTime, float rTime)
}
}
-// G�n�re qq particules suite � une recharge.
+// Generates some particles after a recharge.
void CPhysics::PowerParticule(float factor, BOOL bBreak)
{
@@ -3056,7 +3056,7 @@ void CPhysics::PowerParticule(float factor, BOOL bBreak)
if ( fret != 0 && fret->RetType() == OBJECT_POWER &&
m_object->RetAngleZ(1) == ARM_STOCK_ANGLE1 )
{
- bCarryPower = TRUE; // porte une batterie
+ bCarryPower = TRUE; // carries a battery
}
mat = m_object->RetWorldMatrix(0);
@@ -3064,7 +3064,7 @@ void CPhysics::PowerParticule(float factor, BOOL bBreak)
pos = character->posPower;
pos.x -= 0.3f;
- pos.y += 1.0f; // position centre batterie
+ pos.y += 1.0f; // battery center position
pos = Transform(*mat, pos);
speed.x = (Rand()-0.5f)*12.0f;
@@ -3080,9 +3080,9 @@ void CPhysics::PowerParticule(float factor, BOOL bBreak)
m_particule->CreateParticule(ppos, speed, dim, PARTIBLITZ, 0.5f, 0.0f, 0.0f);
- if ( bCarryPower ) // porte une batterie ?
+ if ( bCarryPower ) // carry a battery?
{
- pos = D3DVECTOR(3.0f, 5.6f, 0.0f); // position batterie port�e
+ pos = D3DVECTOR(3.0f, 5.6f, 0.0f); // position of battery holder
pos = Transform(*mat, pos);
speed.x = (Rand()-0.5f)*12.0f;
@@ -3100,7 +3100,7 @@ void CPhysics::PowerParticule(float factor, BOOL bBreak)
}
}
-// G�n�re qq particules suite � une chute.
+// Generates some particles after a fall.
// crash: 0=super soft, 1=big crash
void CPhysics::CrashParticule(float crash)
@@ -3134,7 +3134,7 @@ void CPhysics::CrashParticule(float crash)
}
}
-// G�n�re qq particules de gaz d'�chappement.
+// Generates some exhaust gas particle.
void CPhysics::MotorParticule(float aTime, float rTime)
{
@@ -3153,7 +3153,7 @@ void CPhysics::MotorParticule(float aTime, float rTime)
if ( type == OBJECT_MOBILEia ||
type == OBJECT_MOBILEic ||
type == OBJECT_MOBILEii ||
- type == OBJECT_MOBILEis || // pattes ?
+ type == OBJECT_MOBILEis || // legs?
type == OBJECT_MOBILEdr ||
type == OBJECT_MOTHER ||
type == OBJECT_ANT ||
@@ -3164,7 +3164,7 @@ void CPhysics::MotorParticule(float aTime, float rTime)
if ( type == OBJECT_HUMAN ) delay = 3.0f;
else delay = 8.0f;
- if ( m_bSwim && m_timeUnderWater < delay ) // bulles en entrant dans l'eau ?
+ if ( m_bSwim && m_timeUnderWater < delay ) // bubbles when entering water?
{
if ( aTime-m_lastUnderParticule >= m_engine->ParticuleAdapt(0.05f) )
{
@@ -3190,20 +3190,20 @@ void CPhysics::MotorParticule(float aTime, float rTime)
level = m_water->RetLevel();
pos = m_object->RetPosition(0);
if ( type == OBJECT_HUMAN ) pos.y -= 2.0f;
- if ( pos.y < level ) // sous l'eau ?
+ if ( pos.y < level ) // underwater?
{
- m_absorbWater += rTime*(1.0f/2.0f); // se mouille
+ m_absorbWater += rTime*(1.0f/2.0f); // gets wet
if ( m_absorbWater > 1.0f ) m_absorbWater = 1.0f;
}
- else // hors de l'eau ?
+ else // out of water?
{
- m_absorbWater -= rTime*(1.0f/3.0f); // se s�che
+ m_absorbWater -= rTime*(1.0f/3.0f); // to dry
if ( m_absorbWater < 0.0f ) m_absorbWater = 0.0f;
}
if ( pos.y >= level &&
m_absorbWater > 0.0f &&
- !m_water->RetLava() ) // gouttes en sortant de l'eau ?
+ !m_water->RetLava() ) // drops on leaving the water?
{
if ( aTime-m_lastUnderParticule >= m_engine->ParticuleAdapt(0.05f) )
{
@@ -3227,7 +3227,7 @@ void CPhysics::MotorParticule(float aTime, float rTime)
}
}
- if ( type == OBJECT_HUMAN || // homme ?
+ if ( type == OBJECT_HUMAN || // human?
type == OBJECT_TECH )
{
if ( m_bLand &&
@@ -3236,7 +3236,7 @@ void CPhysics::MotorParticule(float aTime, float rTime)
h = Max(Abs(m_linMotion.terrainSpeed.x),
Abs(m_linMotion.terrainSpeed.z));
if ( h > m_linMotion.terrainSlide.x+0.5f &&
- m_linMotion.motorSpeed.x == 0.0f ) // glisse � l'arr�t ?
+ m_linMotion.motorSpeed.x == 0.0f ) // slides a stop?
{
m_lastSlideParticule = aTime;
@@ -3258,7 +3258,7 @@ void CPhysics::MotorParticule(float aTime, float rTime)
if ( type == OBJECT_MOBILEta ||
type == OBJECT_MOBILEtc ||
type == OBJECT_MOBILEti ||
- type == OBJECT_MOBILEts ) // chenilles ?
+ type == OBJECT_MOBILEts ) // caterpillars?
{
if ( aTime-m_lastSlideParticule >= m_engine->ParticuleAdapt(0.05f) )
{
@@ -3285,7 +3285,7 @@ void CPhysics::MotorParticule(float aTime, float rTime)
if ( type == OBJECT_MOBILErt ||
type == OBJECT_MOBILErc ||
type == OBJECT_MOBILErr ||
- type == OBJECT_MOBILErs ) // grosses chenilles ?
+ type == OBJECT_MOBILErs ) // large caterpillars?
{
if ( aTime-m_lastSlideParticule >= m_engine->ParticuleAdapt(0.05f) )
{
@@ -3311,11 +3311,11 @@ void CPhysics::MotorParticule(float aTime, float rTime)
if ( (type == OBJECT_HUMAN || type == OBJECT_TECH) && !m_bSwim )
{
- if ( m_bLand ) // au sol ?
+ if ( m_bLand ) // on the ground?
{
if ( m_reactorTemperature > 0.0f )
{
- m_reactorTemperature -= rTime*(1.0f/10.0f); // �a refroidi
+ m_reactorTemperature -= rTime*(1.0f/10.0f); // cooling
if ( m_reactorTemperature < 0.0f )
{
m_reactorTemperature = 0.0f;
@@ -3339,16 +3339,16 @@ void CPhysics::MotorParticule(float aTime, float rTime)
m_particule->CreateParticule(pos, speed, dim, PARTISMOKE2, 3.0f, 0.0f, 0.1f);
}
- else // en vol ?
+ else // in flight?
{
if ( !m_bMotor || m_reactorRange == 0.0f ) return;
- if ( m_reactorTemperature < 1.0f ) // pas trop chaud ?
+ if ( m_reactorTemperature < 1.0f ) // not too hot?
{
- m_reactorTemperature += rTime*(1.0f/4.0f); // �a chauffe
+ m_reactorTemperature += rTime*(1.0f/4.0f); // heating
if ( m_reactorTemperature > 1.0f )
{
- m_reactorTemperature = 1.0f; // mais pas trop
+ m_reactorTemperature = 1.0f; // but not too much
}
}
@@ -3363,13 +3363,13 @@ void CPhysics::MotorParticule(float aTime, float rTime)
pos = Transform(*mat, pos);
h = m_floorHeight;
- if ( h > 10.0f ) // assez haut ?
+ if ( h > 10.0f ) // high enough?
{
- speed = D3DVECTOR(0.0f, -10.0f, 0.0f); // contre le bas
+ speed = D3DVECTOR(0.0f, -10.0f, 0.0f); // against the bottom
}
else
{
- speed.y = 10.0f-2.0f*h - Rand()*(10.0f-h); // contre le haut
+ speed.y = 10.0f-2.0f*h - Rand()*(10.0f-h); //against the top
speed.x = (Rand()-0.5f)*(5.0f-h)*1.0f; // horizontal (xz)
speed.z = (Rand()-0.5f)*(5.0f-h)*1.0f;
}
@@ -3413,7 +3413,7 @@ void CPhysics::MotorParticule(float aTime, float rTime)
if ( (type == OBJECT_HUMAN || type == OBJECT_TECH) && m_bSwim )
{
- m_reactorTemperature = 0.0f; // r�acteur froid
+ m_reactorTemperature = 0.0f; // reactor cold
}
if ( m_type == TYPE_FLYING &&
@@ -3421,9 +3421,9 @@ void CPhysics::MotorParticule(float aTime, float rTime)
type != OBJECT_TECH &&
!m_bSwim )
{
- if ( m_bLand ) // au sol ?
+ if ( m_bLand ) // on the ground?
{
- if ( m_motorSpeed.x == 0.0f && // glisse � cause pente terrain ?
+ if ( m_motorSpeed.x == 0.0f && // glide slope due to ground?
m_cirMotion.realSpeed.y == 0.0f )
{
h = Max(Abs(m_linMotion.realSpeed.x),
@@ -3448,7 +3448,7 @@ void CPhysics::MotorParticule(float aTime, float rTime)
dim.y = dim.x;
m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f);
}
- else // glisse avec petits r�acteurs dans patins ?
+ else // glide with small reactors in skates?
{
if ( m_linMotion.realSpeed.x == 0.0f &&
m_cirMotion.realSpeed.y == 0.0f ) return;
@@ -3471,7 +3471,7 @@ void CPhysics::MotorParticule(float aTime, float rTime)
m_particule->CreateParticule(pos, speed, dim, PARTIEJECT);
}
}
- else // en vol ?
+ else // in flight?
{
if ( !m_bMotor || m_reactorRange == 0.0f ) return;
@@ -3486,13 +3486,13 @@ void CPhysics::MotorParticule(float aTime, float rTime)
pos = Transform(*mat, pos);
h = m_floorHeight;
- if ( h > 10.0f ) // assez haut ?
+ if ( h > 10.0f ) // high enough?
{
- speed = D3DVECTOR(0.0f, -10.0f, 0.0f); // contre le bas
+ speed = D3DVECTOR(0.0f, -10.0f, 0.0f); // against the bottom
}
else
{
- speed.y = 10.0f-2.0f*h - Rand()*(10.0f-h); // contre le haut
+ speed.y = 10.0f-2.0f*h - Rand()*(10.0f-h); // against the top
speed.x = (Rand()-0.5f)*(10.0f-h)*2.0f; // horizontal (xz)
speed.z = (Rand()-0.5f)*(10.0f-h)*2.0f;
}
@@ -3591,7 +3591,7 @@ void CPhysics::MotorParticule(float aTime, float rTime)
if ( m_type == TYPE_ROLLING )
{
- if ( type == OBJECT_APOLLO2 ) return; // moteurs �lectriques !
+ if ( type == OBJECT_APOLLO2 ) return; // electric motors!
if ( type == OBJECT_MOBILErt ||
type == OBJECT_MOBILErc ||
@@ -3655,7 +3655,7 @@ void CPhysics::MotorParticule(float aTime, float rTime)
}
}
-// G�n�re qq particules suite � une chute dans l'eau.
+// Generates some particles after falling into the water.
void CPhysics::WaterParticule(float aTime, D3DVECTOR pos, ObjectType type,
float floor, float advance, float turn)
@@ -3682,13 +3682,13 @@ void CPhysics::WaterParticule(float aTime, D3DVECTOR pos, ObjectType type,
if ( pos.y+max < level || pos.y-min > level ) return;
- // Gestion de la particule "plouf".
+ // Management of the particle "splash".
if ( m_linMotion.realSpeed.y < -10.0f &&
aTime-m_lastPloufParticule >= 1.0f )
{
m_lastPloufParticule = aTime;
- force = -m_linMotion.realSpeed.y/20.0f; // force selon vitesse chute
+ force = -m_linMotion.realSpeed.y/20.0f; // power according to speed drops
if ( type == OBJECT_HUMAN ||
type == OBJECT_TECH )
{
@@ -3697,13 +3697,13 @@ void CPhysics::WaterParticule(float aTime, D3DVECTOR pos, ObjectType type,
else
{
diam = 5.0f;
- force *= 1.3f; // un robot est plus lourd
+ force *= 1.3f; // a robot is heavier
}
pos = m_object->RetPosition(0);
pos.y = m_water->RetLevel()-1.0f;
- dim.x = 2.0f*force; // hauteur
- dim.y = diam; // diam�tre
+ dim.x = 2.0f*force; // height
+ dim.y = diam; // diameter
m_particule->CreateParticule(pos, D3DVECTOR(0.0f, 0.0f, 0.0f), dim, PARTIPLOUF0, 1.4f, 0.0f, 0.0f);
force = (0.5f+force*0.5f);
@@ -3727,7 +3727,7 @@ void CPhysics::WaterParticule(float aTime, D3DVECTOR pos, ObjectType type,
m_sound->Play(SOUND_PLOUF, pos, volume);
}
- // Gestion des particules "flic".
+ // Management particles "cop".
if ( m_water->RetLava() ) return;
if ( advance == 0.0f && turn == 0.0f )
@@ -3771,7 +3771,7 @@ void CPhysics::WaterParticule(float aTime, D3DVECTOR pos, ObjectType type,
m_particule->CreateParticule(pos, speed, dim, PARTIFLIC, 3.0f, 0.0f, 0.0f);
}
-// Cr�e la trace sous le robot.
+// Creates the trace under the robot.
void CPhysics::WheelParticule(int color, float width)
{
@@ -3784,12 +3784,12 @@ void CPhysics::WheelParticule(int color, float width)
character = m_object->RetCharacter();
mat = m_object->RetWorldMatrix(0);
- // Dessine une trace sur le sol.
+ Draw a trace on the ground.
if ( color >= 0 && color <= 17 )
{
parti = (ParticuleType)(PARTITRACE0+color);
step = 2.0f;
- if ( color >= 16 ) step = 4.0f; // fl�che ?
+ if ( color >= 16 ) step = 4.0f; // arrow?
step /= m_engine->RetTracePrecision();
goal1.x = step/2.0f;
@@ -3836,7 +3836,7 @@ void CPhysics::WheelParticule(int color, float width)
}
-// Cr�e l'interface.
+// Creates the interface.
void CPhysics::CreateInterface(BOOL bSelect)
{
@@ -3847,7 +3847,7 @@ void CPhysics::CreateInterface(BOOL bSelect)
}
-// Retourne une erreur li�e � l'�tat g�n�ral.
+// Returns an error related to the general state.
Error CPhysics::RetError()
{
@@ -3870,7 +3870,7 @@ Error CPhysics::RetError()
return ERR_VEH_VIRUS;
}
- power = m_object->RetPower(); // cherche l'objet pile utilis�
+ power = m_object->RetPower(); // searches for the object battery used
if ( power == 0 )
{
return ERR_VEH_POWER;