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authorProgramerus <alcadeias95@gmail.com>2012-03-16 17:29:12 +0100
committerProgramerus <alcadeias95@gmail.com>2012-03-16 17:29:12 +0100
commit65eb675b32ca5d927e22b14930547be25af9a10e (patch)
tree809648bd08db123d6df015be6d8d0f81635e7613 /src/blitz.cpp
parenta0e7c86136f379b40cf54e0c327776505dd8fc16 (diff)
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Comments translated from French to English.
Diffstat (limited to 'src/blitz.cpp')
-rw-r--r--src/blitz.cpp40
1 files changed, 20 insertions, 20 deletions
diff --git a/src/blitz.cpp b/src/blitz.cpp
index fad1e83..ee23d71 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-- )
{