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authorProgramerus <alcadeias95@gmail.com>2012-04-05 02:07:55 +0300
committerProgramerus <alcadeias95@gmail.com>2012-04-05 02:07:55 +0300
commitc2b493259d584a0eeef62181836d2606acb18f8b (patch)
tree571f73e20e1c700042322fa01e44ddb149de842e /src/object.cpp
parenta2077103ef25212ba4a2c707d6c0d24be3e766dc (diff)
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Comments translated from French to English.
Diffstat (limited to 'src/object.cpp')
-rw-r--r--src/object.cpp390
1 files changed, 192 insertions, 198 deletions
diff --git a/src/object.cpp b/src/object.cpp
index e45154b..bbaf842 100644
--- a/src/object.cpp
+++ b/src/object.cpp
@@ -5112,7 +5112,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
if ( type == OBJECT_RUINmobilew1 ) // vehicle had wheels?
{
- // Cr�e la roue arri�re-droite.
+ // Creates the right-back wheel.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(6, rank);
@@ -5124,7 +5124,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
SetPosition(6, D3DVECTOR(-3.0f, 1.8f, -4.0f));
SetAngleX(6, -PI/2.0f);
- // Cr�e la roue arri�re-gauche.
+ // Creates the left-back wheel.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(7, rank);
@@ -5137,7 +5137,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
SetAngleY(7, PI-0.3f);
SetAngleX(7, -0.3f);
- // Cr�e la roue avant-droite.
+ // Creates the right-front wheel.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(8, rank);
@@ -5149,7 +5149,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
SetPosition(8, D3DVECTOR(2.0f, 1.6f, -3.0f));
SetAngleY(8, 0.3f);
- // Cr�e la roue avant-gauche.
+ // Creates the left-front wheel.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(9, rank);
@@ -5168,9 +5168,9 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
CreateShadowCircle(4.0f, 1.0f);
}
- if ( type == OBJECT_RUINmobilew2 ) // v�hicule � roues ?
+ if ( type == OBJECT_RUINmobilew2 ) // vehicle has wheels?
{
- // Cr�e la roue arri�re-gauche.
+ // Creates the left-back wheel.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(7, rank);
@@ -5183,7 +5183,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
SetAngleY(7, PI+0.3f);
SetAngleX(7, 0.4f);
- // Cr�e la roue avant-gauche.
+ // Creates the left-front wheel.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(9, rank);
@@ -5202,9 +5202,9 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
CreateShadowCircle(4.0f, 1.0f);
}
- if ( type == OBJECT_RUINmobilet1 ) // v�hicule � chenilles ?
+ if ( type == OBJECT_RUINmobilet1 ) // vehicle have caterpillars?
{
- // Cr�e le canon.
+ // Creates the cannon.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(1, rank);
@@ -5224,7 +5224,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
CreateShadowCircle(5.0f, 1.0f);
}
- if ( type == OBJECT_RUINmobilet2 ) // v�hicule � chenilles ?
+ if ( type == OBJECT_RUINmobilet2 ) // vehicle have caterpillars?
{
CreateCrashSphere(D3DVECTOR(0.0f, 2.8f, 0.0f), 5.0f, SOUND_BOUMm, 0.45f);
//? SetGlobalSphere(D3DVECTOR(0.0f, 5.0f, 0.0f), 10.0f);
@@ -5232,7 +5232,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
CreateShadowCircle(5.0f, 1.0f);
}
- if ( type == OBJECT_RUINmobiler1 ) // v�hicule roller ?
+ if ( type == OBJECT_RUINmobiler1 ) // vehicle skating?
{
CreateCrashSphere(D3DVECTOR(1.0f, 2.8f, -1.0f), 5.0f, SOUND_BOUMm, 0.45f);
SetGlobalSphere(D3DVECTOR(1.0f, 5.0f, -1.0f), 10.0f);
@@ -5240,7 +5240,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
CreateShadowCircle(5.0f, 1.0f);
}
- if ( type == OBJECT_RUINmobiler2 ) // v�hicule roller ?
+ if ( type == OBJECT_RUINmobiler2 ) // vehicle skating?
{
CreateCrashSphere(D3DVECTOR(0.0f, 1.0f, 0.0f), 5.0f, SOUND_BOUMm, 0.45f);
SetGlobalSphere(D3DVECTOR(0.0f, 5.0f, 0.0f), 10.0f);
@@ -5264,7 +5264,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
CreateShadowCircle(20.0f, 0.7f);
}
- if ( type == OBJECT_RUINdoor ) // porte convert ?
+ if ( type == OBJECT_RUINdoor ) // converter holder?
{
CreateCrashSphere(D3DVECTOR(0.0f, 0.0f, 0.0f), 5.0f, SOUND_BOUMm, 0.45f);
//? SetGlobalSphere(D3DVECTOR(0.0f, 0.0f, 0.0f), 6.0f);
@@ -5272,7 +5272,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
CreateShadowCircle(6.0f, 1.0f);
}
- if ( type == OBJECT_RUINsupport ) // porte radar ?
+ if ( type == OBJECT_RUINsupport ) // radar holder?
{
CreateCrashSphere(D3DVECTOR(0.0f, 0.0f, 0.0f), 3.0f, SOUND_BOUMm, 0.45f);
//? SetGlobalSphere(D3DVECTOR(0.0f, 0.0f, 0.0f), 4.0f);
@@ -5280,7 +5280,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
CreateShadowCircle(3.0f, 1.0f);
}
- if ( type == OBJECT_RUINradar ) // base radar ?
+ if ( type == OBJECT_RUINradar ) // radar base?
{
CreateCrashSphere(D3DVECTOR(0.0f, 0.0f, 0.0f), 5.0f, SOUND_BOUMm, 0.45f);
//? SetGlobalSphere(D3DVECTOR(0.0f, 0.0f, 0.0f), 6.0f);
@@ -5288,7 +5288,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
CreateShadowCircle(6.0f, 1.0f);
}
- if ( type == OBJECT_RUINconvert ) // convert ?
+ if ( type == OBJECT_RUINconvert ) // converter?
{
m_terrain->AddBuildingLevel(pos, 7.0f, 9.0f, 1.0f, 0.5f);
@@ -5297,7 +5297,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
//? SetGlobalSphere(D3DVECTOR(-3.0f, 0.0f, 0.0f), 14.0f);
}
- if ( type == OBJECT_RUINbase ) // base ?
+ if ( type == OBJECT_RUINbase ) // base?
{
CreateCrashSphere(D3DVECTOR( 0.0f, 15.0f, 0.0f),28.0f, SOUND_BOUMm, 0.45f);
CreateCrashSphere(D3DVECTOR( 17.0f, 6.0f, 42.0f), 6.0f, SOUND_BOUMm, 0.45f);
@@ -5319,7 +5319,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
CreateShadowCircle(40.0f, 1.0f);
}
- if ( type == OBJECT_RUINhead ) // coiffe base ?
+ if ( type == OBJECT_RUINhead ) // base cap?
{
CreateCrashSphere(D3DVECTOR( 0.0f, 13.0f, 0.0f),20.0f, SOUND_BOUMm, 0.45f);
CreateCrashSphere(D3DVECTOR( 0.0f, -8.0f, 0.0f), 5.0f, SOUND_BOUMm, 0.45f);
@@ -5339,7 +5339,7 @@ BOOL CObject::CreateRuin(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);
@@ -5353,7 +5353,7 @@ BOOL CObject::CreateRuin(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
if ( type == OBJECT_RUINmobilew1 )
{
@@ -5497,7 +5497,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height,
return TRUE;
}
-// Cr�e un gadget apollo.
+// Creates a gadget apollo.
BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
{
@@ -5513,7 +5513,7 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
if ( type == OBJECT_APOLLO1 ) // LEM ?
{
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("objects\\apollol1.mod");
pModFile->CreateEngineObject(rank);
@@ -5522,7 +5522,7 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
SetZoom(0, 1.2f);
SetFloorHeight(0.0f);
- for ( i=0 ; i<4 ; i++ ) // cr�e les pieds
+ for ( i=0 ; i<4 ; i++ ) // creates feet
{
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
@@ -5537,7 +5537,7 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(5, rank);
SetObjectParent(5, 0);
- pModFile->ReadModel("objects\\apollol3.mod"); // �chelle
+ pModFile->ReadModel("objects\\apollol3.mod"); // ladder
pModFile->CreateEngineObject(rank);
//? m_terrain->AddBuildingLevel(pos, 10.0f, 13.0f, 12.0f, 0.0f);
@@ -5553,10 +5553,10 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
CreateShadowCircle(16.0f, 0.5f);
}
- if ( type == OBJECT_APOLLO2 ) // jeep ?
+ if ( type == OBJECT_APOLLO2 ) // jeep
{
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("objects\\apolloj1.mod");
pModFile->CreateEngineObject(rank);
@@ -5564,12 +5564,12 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
SetAngleY(0, angle);
SetFloorHeight(0.0f);
- // Roues.
+ // Wheels.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(1, rank);
SetObjectParent(1, 0);
- pModFile->ReadModel("objects\\apolloj4.mod"); // roue
+ pModFile->ReadModel("objects\\apolloj4.mod"); // wheel
pModFile->CreateEngineObject(rank);
SetPosition(1, D3DVECTOR(-5.75f, 1.65f, -5.0f));
@@ -5577,7 +5577,7 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(2, rank);
SetObjectParent(2, 0);
- pModFile->ReadModel("objects\\apolloj4.mod"); // roue
+ pModFile->ReadModel("objects\\apolloj4.mod"); // wheel
pModFile->CreateEngineObject(rank);
SetPosition(2, D3DVECTOR(-5.75f, 1.65f, 5.0f));
@@ -5585,7 +5585,7 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(3, rank);
SetObjectParent(3, 0);
- pModFile->ReadModel("objects\\apolloj4.mod"); // roue
+ pModFile->ReadModel("objects\\apolloj4.mod"); // wheel
pModFile->CreateEngineObject(rank);
SetPosition(3, D3DVECTOR(5.75f, 1.65f, -5.0f));
@@ -5593,16 +5593,16 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(4, rank);
SetObjectParent(4, 0);
- pModFile->ReadModel("objects\\apolloj4.mod"); // roue
+ pModFile->ReadModel("objects\\apolloj4.mod"); // wheel
pModFile->CreateEngineObject(rank);
SetPosition(4, D3DVECTOR(5.75f, 1.65f, 5.0f));
- // Accessoirs :
+ // Accessories:
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(5, rank);
SetObjectParent(5, 0);
- pModFile->ReadModel("objects\\apolloj2.mod"); // antenne
+ pModFile->ReadModel("objects\\apolloj2.mod"); // antenna
pModFile->CreateEngineObject(rank);
SetPosition(5, D3DVECTOR(5.5f, 8.8f, 2.0f));
SetAngleY(5, -120.0f*PI/180.0f);
@@ -5612,7 +5612,7 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(6, rank);
SetObjectParent(6, 0);
- pModFile->ReadModel("objects\\apolloj3.mod"); // cam�ra
+ pModFile->ReadModel("objects\\apolloj3.mod"); // camera
pModFile->CreateEngineObject(rank);
SetPosition(6, D3DVECTOR(5.5f, 2.8f, -2.0f));
SetAngleY(6, 30.0f*PI/180.0f);
@@ -5626,10 +5626,10 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
FloorAdjust();
}
- if ( type == OBJECT_APOLLO3 ) // flag ?
+ if ( type == OBJECT_APOLLO3 ) // flag?
{
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("objects\\apollof.mod");
pModFile->CreateEngineObject(rank);
@@ -5641,10 +5641,10 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
CreateShadowCircle(2.0f, 0.3f);
}
- if ( type == OBJECT_APOLLO4 ) // module ?
+ if ( type == OBJECT_APOLLO4 ) // module?
{
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("objects\\apollom.mod");
pModFile->CreateEngineObject(rank);
@@ -5658,10 +5658,10 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
FloorAdjust();
}
- if ( type == OBJECT_APOLLO5 ) // antenna ?
+ if ( type == OBJECT_APOLLO5 ) // antenna?
{
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("objects\\apolloa.mod");
pModFile->CreateEngineObject(rank);
@@ -5673,7 +5673,7 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
m_engine->SetObjectType(rank, TYPEDESCENDANT);
SetObjectRank(1, rank);
SetObjectParent(1, 0);
- pModFile->ReadModel("objects\\apolloj2.mod"); // antenne
+ pModFile->ReadModel("objects\\apolloj2.mod"); // antenna
pModFile->CreateEngineObject(rank);
SetPosition(1, D3DVECTOR(0.0f, 5.0f, 0.0f));
SetAngleY(1, -120.0f*PI/180.0f);
@@ -5686,13 +5686,13 @@ BOOL CObject::CreateApollo(D3DVECTOR pos, float angle, ObjectType type)
CreateOtherObject(type);
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 tous les sous-objets permettant de g�rer cet objet.
+// Creates all sub-objects for managing the object.
void CObject::CreateOtherObject(ObjectType type)
{
@@ -5792,16 +5792,16 @@ void CObject::CreateOtherObject(ObjectType type)
{
m_auto = new CAutoFlag(m_iMan, this);
}
- if ( type == OBJECT_TEEN36 || // tronc ?
- type == OBJECT_TEEN37 || // bateau ?
- type == OBJECT_TEEN38 ) // ventillateur ?
+ if ( type == OBJECT_TEEN36 || // trunk?
+ type == OBJECT_TEEN37 || // boat?
+ type == OBJECT_TEEN38 ) // fan?
{
m_auto = new CAutoKid(m_iMan, this);
}
}
-// Lit un programme.
+// Reads a program.
BOOL CObject::ReadProgram(int rank, char* filename)
{
@@ -5812,7 +5812,7 @@ BOOL CObject::ReadProgram(int rank, char* filename)
return FALSE;
}
-// Ecrit un programme.
+// Writes a program.
BOOL CObject::WriteProgram(int rank, char* filename)
{
@@ -5823,7 +5823,7 @@ BOOL CObject::WriteProgram(int rank, char* filename)
return FALSE;
}
-// D�marre un programme.
+// Starts a program.
BOOL CObject::RunProgram(int rank)
{
@@ -5843,9 +5843,9 @@ BOOL CObject::RunProgram(int rank)
-// Calcule la matrice permettant de transformer l'objet.
-// Retourne TRUE si la matrice a chang�.
-// Les rotations ont lieu dans l'ordre Y, Z et X.
+// Calculates the matrix for transforming the object.
+// Returns TRUE if the matrix has changed.
+// The rotations occur in the order Y, Z and X.
BOOL CObject::UpdateTransformObject(int part, BOOL bForceUpdate)
{
@@ -5853,7 +5853,7 @@ BOOL CObject::UpdateTransformObject(int part, BOOL bForceUpdate)
BOOL bModif = FALSE;
int parent;
- if ( m_truck != 0 ) // transport� par camion ?
+ if ( m_truck != 0 ) // transported by truck?
{
m_objectPart[part].bTranslate = TRUE;
m_objectPart[part].bRotate = TRUE;
@@ -5866,7 +5866,7 @@ BOOL CObject::UpdateTransformObject(int part, BOOL bForceUpdate)
position = m_objectPart[part].position;
angle = m_objectPart[part].angle;
- if ( part == 0 ) // partie principale ?
+ if ( part == 0 ) // main part?
{
position += m_linVibration;
angle += m_cirVibration+m_inclinaison;
@@ -5913,7 +5913,7 @@ BOOL CObject::UpdateTransformObject(int part, BOOL bForceUpdate)
{
parent = m_objectPart[part].parentPart;
- if ( part == 0 && m_truck != 0 ) // transport� par un camion ?
+ if ( part == 0 && m_truck != 0 ) // transported by a truck?
{
D3DMATRIX* matWorldTruck;
matWorldTruck = m_truck->RetWorldMatrix(m_truckLink);
@@ -5922,7 +5922,7 @@ BOOL CObject::UpdateTransformObject(int part, BOOL bForceUpdate)
}
else
{
- if ( parent == -1 ) // pas de parent ?
+ if ( parent == -1 ) // no parent?
{
m_objectPart[part].matWorld = m_objectPart[part].matTransform;
}
@@ -5947,11 +5947,9 @@ BOOL CObject::UpdateTransformObject(int part, BOOL bForceUpdate)
return bModif;
}
-// Met � jour toutes les matrices pour transformer l'objet p�re
-// et tous ses fils.
-// On suppose un maximum de 4 degr�s de libert�. Cela convient,
-// par exemple, pour un corps, un bras, un avant-bras, une main
-// et des doigts.
+// Updates all matrices to transform the object father and all his sons.
+// Assume a maximum of 4 degrees of freedom.
+// Appropriate, for example, to a body, an arm, forearm, hand and fingers.
BOOL CObject::UpdateTransformObject()
{
@@ -6012,9 +6010,8 @@ BOOL CObject::UpdateTransformObject()
}
-// Met toute la descendance � plat (il n'y a plus que des p�res).
-// Ceci permet de faire partir les d�bris ind�pendamment les uns
-// des autres dans tous les sens.
+// Puts all the progeny flat (there is more than fathers).
+// This allows for debris independently from each other in all directions.
void CObject::FlatParent()
{
@@ -6034,7 +6031,7 @@ void CObject::FlatParent()
m_objectPart[i].matTranslate._42 = 0.0f;
m_objectPart[i].matTranslate._43 = 0.0f;
- m_objectPart[i].parentPart = -1; // plus de parent
+ m_objectPart[i].parentPart = -1; // more parents
}
m_bFlat = TRUE;
@@ -6042,7 +6039,7 @@ void CObject::FlatParent()
-// Met � jour la mapping de la texture de la pile.
+// Updates the mapping of the texture of the pile.
void CObject::UpdateEnergyMapping()
{
@@ -6057,7 +6054,7 @@ void CObject::UpdateEnergyMapping()
ZeroMemory( &mat, sizeof(D3DMATERIAL7) );
mat.diffuse.r = 1.0f;
mat.diffuse.g = 1.0f;
- mat.diffuse.b = 1.0f; // blanc
+ mat.diffuse.b = 1.0f; // white
mat.ambient.r = 0.5f;
mat.ambient.g = 0.5f;
mat.ambient.b = 0.5f;
@@ -6066,21 +6063,21 @@ void CObject::UpdateEnergyMapping()
m_type == OBJECT_ATOMIC )
{
a = 2.0f;
- b = 0.0f; // dimensions de la pile (selon y)
+ b = 0.0f; // dimensions of the battery (according to y)
}
if ( m_type == OBJECT_STATION )
{
a = 10.0f;
- b = 4.0f; // dimensions de la pile (selon y)
+ b = 4.0f; // dimensions of the battery (according to y)
}
if ( m_type == OBJECT_ENERGY )
{
a = 9.0f;
- b = 3.0f; // dimensions de la pile (selon y)
+ b = 3.0f; // dimensions of the battery (according to y)
}
- i = 0.50f+0.25f*m_energy; // origine
- s = i+0.25f; // largeur
+ i = 0.50f+0.25f*m_energy; // origin
+ s = i+0.25f; // width
au = (s-i)/(b-a);
bu = s-b*(s-i)/(b-a);
@@ -6102,7 +6099,7 @@ void CObject::UpdateEnergyMapping()
}
-// Action manuelle.
+// Manual action.
BOOL CObject::EventProcess(const Event &event)
{
@@ -6148,7 +6145,7 @@ BOOL CObject::EventProcess(const Event &event)
if ( m_physics != 0 )
{
- if ( !m_physics->EventProcess(event) ) // objet d�truit ?
+ if ( !m_physics->EventProcess(event) ) // object destroyed?
{
if ( RetSelect() &&
m_type != OBJECT_ANT &&
@@ -6189,7 +6186,7 @@ BOOL CObject::EventProcess(const Event &event)
}
-// Anime l'objet.
+// Animates the object.
BOOL CObject::EventFrame(const Event &event)
{
@@ -6211,7 +6208,7 @@ BOOL CObject::EventFrame(const Event &event)
UpdateTransformObject();
UpdateSelectParticule();
- if ( m_bProxyActivate ) // active si on est proche ?
+ if ( m_bProxyActivate ) // active if it is near?
{
CPyro* pyro;
D3DVECTOR eye;
@@ -6233,7 +6230,7 @@ BOOL CObject::EventFrame(const Event &event)
return TRUE;
}
-// Met � jour le mapping de l'objet.
+// Updates the mapping of the object.
void CObject::UpdateMapping()
{
@@ -6247,7 +6244,7 @@ void CObject::UpdateMapping()
}
-// Gestion d'un virus.
+// Management of viruses.
void CObject::VirusFrame(float rTime)
{
@@ -6256,12 +6253,12 @@ void CObject::VirusFrame(float rTime)
FPOINT dim;
int r;
- if ( !m_bVirusMode ) return; // object sain ?
+ if ( !m_bVirusMode ) return; // healthy object?
m_virusTime += rTime;
if ( m_virusTime >= VIRUS_DELAY )
{
- m_bVirusMode = FALSE; // le virus n'est plus actif
+ m_bVirusMode = FALSE; // the virus is no longer active
}
if ( m_lastVirusParticule+m_engine->ParticuleAdapt(0.2f) <= m_aTime )
@@ -6293,7 +6290,7 @@ void CObject::VirusFrame(float rTime)
}
}
-// Gestion des particules ma�tresses.
+// Management particles mistresses.
void CObject::PartiFrame(float rTime)
{
@@ -6309,13 +6306,13 @@ void CObject::PartiFrame(float rTime)
if ( !m_particule->GetPosition(channel, pos) )
{
- m_objectPart[i].masterParti = -1; // particule n'existe plus !
+ m_objectPart[i].masterParti = -1; // particle no longer exists!
continue;
}
SetPosition(i, pos);
- // Chaque morceau tournoie diff�remment.
+ // Each song spins differently.
switch( i%5 )
{
case 0: factor = D3DVECTOR( 0.5f, 0.3f, 0.6f); break;
@@ -6332,8 +6329,8 @@ void CObject::PartiFrame(float rTime)
}
-// Modifie le point de vue pour voir comme si on �tait
-// dans le v�hicule, ou derri�re le v�hicule.
+// Changes the perspective to view if it was like in the vehicle,
+// or behind the vehicle.
void CObject::SetViewFromHere(D3DVECTOR &eye, float &dirH, float &dirV,
D3DVECTOR &lookat, D3DVECTOR &upVec,
@@ -6359,20 +6356,20 @@ void CObject::SetViewFromHere(D3DVECTOR &eye, float &dirH, float &dirV,
m_type == OBJECT_MOBILErr ||
m_type == OBJECT_MOBILErs )
{
- eye.x = -1.1f; // sur le capot
+ eye.x = -1.1f; // on the cap
eye.y = 7.9f;
eye.z = 0.0f;
}
else if ( m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEfc ||
- m_type == OBJECT_MOBILEic ) // fireball ?
+ m_type == OBJECT_MOBILEic ) // fireball?
{
-//? eye.x = -0.9f; // sur le canon
+//? eye.x = -0.9f; // on the cannon
//? eye.y = 3.0f;
//? eye.z = 0.0f;
//? part = 1;
- eye.x = -0.9f; // sur le canon
+ eye.x = -0.9f; // on the cannon
eye.y = 8.3f;
eye.z = 0.0f;
}
@@ -6381,21 +6378,21 @@ void CObject::SetViewFromHere(D3DVECTOR &eye, float &dirH, float &dirV,
m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEii ) // orgaball ?
{
-//? eye.x = -3.5f; // sur le canon
+//? eye.x = -3.5f; // on the cannon
//? eye.y = 5.1f;
//? eye.z = 0.0f;
//? part = 1;
- eye.x = -2.5f; // sur le canon
+ eye.x = -2.5f; // on the cannon
eye.y = 10.4f;
eye.z = 0.0f;
}
else if ( m_type == OBJECT_MOBILErc )
{
-//? eye.x = 2.0f; // dans le canon
+//? eye.x = 2.0f; // in the cannon
//? eye.y = 0.0f;
//? eye.z = 0.0f;
//? part = 2;
- eye.x = 4.0f; // sur le canon
+ eye.x = 4.0f; // on the cannon
eye.y = 11.0f;
eye.z = 0.0f;
}
@@ -6419,7 +6416,7 @@ void CObject::SetViewFromHere(D3DVECTOR &eye, float &dirH, float &dirV,
}
else
{
- eye.x = 0.7f; // entre les supports
+ eye.x = 0.7f; // between the brackets
eye.y = 4.8f;
eye.z = 0.0f;
}
@@ -6445,11 +6442,11 @@ void CObject::SetViewFromHere(D3DVECTOR &eye, float &dirH, float &dirV,
eye = Transform(m_objectPart[part].matWorld, eye);
lookat = Transform(m_objectPart[part].matWorld, lookat);
- // Penche la cam�ra dans les virages.
+ // Camera tilts when turning.
upVec = D3DVECTOR(0.0f, 1.0f, 0.0f);
if ( m_physics != 0 )
{
- if ( m_physics->RetLand() ) // au sol ?
+ if ( m_physics->RetLand() ) // on ground?
{
speed = m_physics->RetLinMotionX(MO_REASPEED);
lookat.y -= speed*0.002f;
@@ -6457,7 +6454,7 @@ void CObject::SetViewFromHere(D3DVECTOR &eye, float &dirH, float &dirV,
speed = m_physics->RetCirMotionY(MO_REASPEED);
upVec.z -= speed*0.04f;
}
- else // en vol ?
+ else // in flight?
{
speed = m_physics->RetLinMotionX(MO_REASPEED);
lookat.y += speed*0.002f;
@@ -6474,7 +6471,7 @@ void CObject::SetViewFromHere(D3DVECTOR &eye, float &dirH, float &dirV,
}
-// Gestion des caract�ristiques.
+// Management of features.
void CObject::SetCharacter(Character* character)
{
@@ -6492,7 +6489,7 @@ Character* CObject::RetCharacter()
}
-// Retourne le temps absolu.
+// Returns the absolute time.
float CObject::RetAbsTime()
{
@@ -6500,9 +6497,8 @@ float CObject::RetAbsTime()
}
-// Gestion de l'�nergie contenue dans une pile.
-// Seul l'objet pile poss�de de l'�nergie, mais pas le v�hicule
-// qui transporte la pile !
+// Management of energy contained in a battery.
+// Single subject possesses the battery energy, but not the vehicle that carries the battery!
void CObject::SetEnergy(float level)
{
@@ -6521,9 +6517,9 @@ float CObject::RetEnergy()
}
-// Gestion de la capacit� d'une pile.
-// Seul l'objet pile poss�de une capacit�, mais pas le v�hicule
-// qui transporte la pile !
+// Management of the capacity of a battery.
+// Single subject possesses a battery capacity,
+// but not the vehicle that carries the battery!
void CObject::SetCapacity(float capacity)
{
@@ -6536,7 +6532,7 @@ float CObject::RetCapacity()
}
-// Gestion du bouclier.
+// Management of the shield.
void CObject::SetShield(float level)
{
@@ -6556,7 +6552,7 @@ float CObject::RetShield()
m_type == OBJECT_KEYc ||
m_type == OBJECT_KEYd ||
m_type == OBJECT_TNT ||
- m_type == OBJECT_TEEN31 || // basket ?
+ m_type == OBJECT_TEEN31 || // basket?
m_type == OBJECT_SCRAP1 ||
m_type == OBJECT_SCRAP2 ||
m_type == OBJECT_SCRAP3 ||
@@ -6579,7 +6575,7 @@ float CObject::RetShield()
}
-// Gestion de l'autonomie de vol (z�ro = infini).
+// Management of flight range (zero = infinity).
void CObject::SetRange(float delay)
{
@@ -6592,7 +6588,7 @@ float CObject::RetRange()
}
-// Gestion du facteur de transparence de l'objet.
+// Management of transparency of the object.
void CObject::SetTransparency(float value)
{
@@ -6606,7 +6602,7 @@ void CObject::SetTransparency(float value)
{
if ( m_type == OBJECT_BASE )
{
- if ( i != 9 ) continue; // pas pilier central ?
+ if ( i != 9 ) continue; // no central pillar?
}
m_engine->SetObjectTransparency(m_objectPart[i].object, value);
@@ -6620,7 +6616,7 @@ float CObject::RetTransparency()
}
-// Gestion de la mati�re de l'objet.
+// Management of the object matter.
ObjectMaterial CObject::RetMaterial()
{
@@ -6639,7 +6635,7 @@ ObjectMaterial CObject::RetMaterial()
}
-// Indique si l'objet est un gadget non indispensable.
+// Indicates whether the gadget is a nonessential.
void CObject::SetGadget(BOOL bMode)
{
@@ -6652,7 +6648,7 @@ BOOL CObject::RetGadget()
}
-// Indique si un objet est immobile (fourmi sur le dos).
+// Indicates whether an object is stationary (ant on the back).
void CObject::SetFixed(BOOL bFixed)
{
@@ -6665,7 +6661,7 @@ BOOL CObject::RetFixed()
}
-// Indique si un objet est soumis au clipping (obstacles).
+// Indicates whether an object is subjected to clipping (obstacles).
void CObject::SetClip(BOOL bClip)
{
@@ -6679,7 +6675,7 @@ BOOL CObject::RetClip()
-// Bouscule un objet.
+// Pushes an object.
BOOL CObject::JostleObject(float force)
{
@@ -6689,7 +6685,7 @@ BOOL CObject::JostleObject(float force)
m_type == OBJECT_FLAGr ||
m_type == OBJECT_FLAGg ||
m_type == OBJECT_FLAGy ||
- m_type == OBJECT_FLAGv ) // drapeau ?
+ m_type == OBJECT_FLAGv ) // flag?
{
if ( m_auto == 0 ) return FALSE;
@@ -6708,7 +6704,7 @@ BOOL CObject::JostleObject(float force)
}
-// D�but de l'effet lorsque l'instruction "detect" est utilis�e.
+// Beginning of the effect when the instruction "detect" is used.
void CObject::StartDetectEffect(CObject *target, BOOL bFound)
{
@@ -6749,7 +6745,7 @@ void CObject::StartDetectEffect(CObject *target, BOOL bFound)
}
-// Gestion du temps depuis lequel un virus est actif.
+// Management of time from which a virus is active.
void CObject::SetVirusMode(BOOL bEnable)
{
@@ -6758,9 +6754,9 @@ void CObject::SetVirusMode(BOOL bEnable)
if ( m_bVirusMode && m_brain != 0 )
{
- if ( !m_brain->IntroduceVirus() ) // essaye de contaminer
+ if ( !m_brain->IntroduceVirus() ) // tries to infect
{
- m_bVirusMode = FALSE; // pas de programme � contaminer !
+ m_bVirusMode = FALSE; // program was not contaminated!
}
}
}
@@ -6776,7 +6772,7 @@ float CObject::RetVirusTime()
}
-// Gestion du mode de la cam�ra.
+// Management mode of the camera.
void CObject::SetCameraType(CameraType type)
{
@@ -6810,7 +6806,7 @@ BOOL CObject::RetCameraLock()
-// Gestion de la mise en �vidence de l'objet.
+// Management of the demonstration of the object.
void CObject::SetHilite(BOOL bMode)
{
@@ -6829,9 +6825,9 @@ void CObject::SetHilite(BOOL bMode)
list[j++] = m_objectPart[i].object;
}
}
- list[j] = -1; // terminateur
+ list[j] = -1; // terminate
- m_engine->SetHiliteRank(list); // donne la liste des parties s�lectionn�es
+ m_engine->SetHiliteRank(list); // gives the list of selected parts
}
}
@@ -6841,7 +6837,7 @@ BOOL CObject::RetHilite()
}
-// Indique si l'objet est s�lecionn� ou non.
+// Indicates whether the object is selected or not.
void CObject::SetSelect(BOOL bMode, BOOL bDisplayError)
{
@@ -6859,12 +6855,12 @@ void CObject::SetSelect(BOOL bMode, BOOL bDisplayError)
m_auto->CreateInterface(m_bSelect);
}
- CreateSelectParticule(); // cr�e/supprime les particules
+ CreateSelectParticule(); // creates / removes particles
if ( !m_bSelect )
{
- SetGunGoalH(0.0f); // met le canon droit
- return; // fini si pas s�lectionn�
+ SetGunGoalH(0.0f); // puts the cannon right
+ return; // selects if not finished
}
err = ERR_OK;
@@ -6882,7 +6878,7 @@ void CObject::SetSelect(BOOL bMode, BOOL bDisplayError)
}
}
-// Indique si l'objet est s�lectionn� ou non.
+// Indicates whether the object is selected or not.
BOOL CObject::RetSelect(BOOL bReal)
{
@@ -6891,14 +6887,14 @@ BOOL CObject::RetSelect(BOOL bReal)
}
-// Indique si l'objet est s�lecionnable ou non.
+// Indicates whether the object is selectable or not.
void CObject::SetSelectable(BOOL bMode)
{
m_bSelectable = bMode;
}
-// Indique si l'objet est s�lecionnable ou non.
+// Indicates whether the object is selecionnable or not.
BOOL CObject::RetSelectable()
{
@@ -6906,7 +6902,7 @@ BOOL CObject::RetSelectable()
}
-// Gestion de l'activit� d'un objet.
+// Management of the activities of an object.
void CObject::SetActivity(BOOL bMode)
{
@@ -6926,14 +6922,14 @@ BOOL CObject::RetActivity()
}
-// Indique si faut v�rifier les tokens de l'objet.
+// Indicates if necessary to check the tokens of the object.
void CObject::SetCheckToken(BOOL bMode)
{
m_bCheckToken = bMode;
}
-// Indique si faut v�rifier les tokens de l'objet.
+// Indicates if necessary to check the tokens of the object.
BOOL CObject::RetCheckToken()
{
@@ -6941,9 +6937,9 @@ BOOL CObject::RetCheckToken()
}
-// Gestion de la visibilit� d'un objet.
-// L'objet n'est pas cach� visuellement ni inactif, mais ignor�
-// des d�tections ! Par exemple: ver sous terre.
+// Management of the visibility of an object.
+// The object is not hidden or visually disabled, but ignores detections!
+// For example: underground worm.
void CObject::SetVisible(BOOL bVisible)
{
@@ -6956,10 +6952,10 @@ BOOL CObject::RetVisible()
}
-// Gestion du mode de fonctionnement d'un objet. Un objet
-// inactif est identique � un objet d�truit, inexistant.
-// Ce mode est utilis� pour les objets "resetables" lors
-// d'entra�nement, pour simuler une destruction.
+// Management mode of operation of an object.
+// An inactive object is an object destroyed, nonexistent.
+// This mode is used for objects "resetables"
+// during training to simulate destruction.
void CObject::SetEnable(BOOL bEnable)
{
@@ -6972,8 +6968,7 @@ BOOL CObject::RetEnable()
}
-// Gestion du mode o� un objet n'est activ� que lorsqu'on
-// est proche.
+// Management mode or an object is only active when you're close.
void CObject::SetProxyActivate(BOOL bActivate)
{
@@ -6996,7 +6991,7 @@ float CObject::RetProxyDistance()
}
-// Gestion du mode d'augmentation des dommages.
+// Management of the method of increasing damage.
void CObject::SetMagnifyDamage(float factor)
{
@@ -7009,7 +7004,7 @@ float CObject::RetMagnifyDamage()
}
-// Gestion du param�tre libre.
+// Management of free parameter.
void CObject::SetParam(float value)
{
@@ -7022,10 +7017,9 @@ float CObject::RetParam()
}
-// Gestion du mode "bloqu�" d'un objet.
-// Par exemple, un cube de titanium est bloqu� pendant qu'il est utilis�
-// pour fabriquer qq chose, ou un v�hicule est bloqu� tant que sa
-// construction n'est pas termin�e.
+// Management of the mode "blocked" of an object.
+// For example, a cube of titanium is blocked while it is used to make something,
+//or a vehicle is blocked as its construction is not finished.
void CObject::SetLock(BOOL bLock)
{
@@ -7037,8 +7031,8 @@ BOOL CObject::RetLock()
return m_bLock;
}
-// Gestion du mode "en cours d'explosion" d'un objet.
-// Un objet dans ce mode n'est pas sauvegard�.
+// Management of the mode "current explosion" of an object.
+// An object in this mode is not saving.
void CObject::SetExplo(BOOL bExplo)
{
@@ -7051,7 +7045,7 @@ BOOL CObject::RetExplo()
}
-// Gestion du mode "cargaison du vaisseau" pendant les films.
+// Mode management "cargo ship" during movies.
void CObject::SetCargo(BOOL bCargo)
{
@@ -7064,7 +7058,7 @@ BOOL CObject::RetCargo()
}
-// Gestion du mode HS d'un objet.
+// Management of the HS mode of an object.
void CObject::SetBurn(BOOL bBurn)
{
@@ -7088,7 +7082,7 @@ void CObject::SetDead(BOOL bDead)
if ( bDead && m_brain != 0 )
{
- m_brain->StopProgram(); // stoppe la t�che en cours
+ m_brain->StopProgram(); // stops the current task
}
//? if ( m_botVar != 0 )
@@ -7114,14 +7108,14 @@ BOOL CObject::RetActif()
}
-// Gestion du point de vis�e.
+// Management of the point of aim.
void CObject::SetGunGoalV(float gunGoal)
{
if ( m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEwc ||
- m_type == OBJECT_MOBILEic ) // fireball ?
+ m_type == OBJECT_MOBILEic ) // fireball?
{
if ( gunGoal > 10.0f*PI/180.0f ) gunGoal = 10.0f*PI/180.0f;
if ( gunGoal < -20.0f*PI/180.0f ) gunGoal = -20.0f*PI/180.0f;
@@ -7130,13 +7124,13 @@ void CObject::SetGunGoalV(float gunGoal)
else if ( m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEwi ||
- m_type == OBJECT_MOBILEii ) // orgaball ?
+ m_type == OBJECT_MOBILEii ) // orgaball?
{
if ( gunGoal > 20.0f*PI/180.0f ) gunGoal = 20.0f*PI/180.0f;
if ( gunGoal < -20.0f*PI/180.0f ) gunGoal = -20.0f*PI/180.0f;
SetAngleZ(1, gunGoal);
}
- else if ( m_type == OBJECT_MOBILErc ) // phazer ?
+ else if ( m_type == OBJECT_MOBILErc ) // phazer?
{
if ( gunGoal > 45.0f*PI/180.0f ) gunGoal = 45.0f*PI/180.0f;
if ( gunGoal < -20.0f*PI/180.0f ) gunGoal = -20.0f*PI/180.0f;
@@ -7155,7 +7149,7 @@ void CObject::SetGunGoalH(float gunGoal)
if ( m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEwc ||
- m_type == OBJECT_MOBILEic ) // fireball ?
+ m_type == OBJECT_MOBILEic ) // fireball?
{
if ( gunGoal > 40.0f*PI/180.0f ) gunGoal = 40.0f*PI/180.0f;
if ( gunGoal < -40.0f*PI/180.0f ) gunGoal = -40.0f*PI/180.0f;
@@ -7164,13 +7158,13 @@ void CObject::SetGunGoalH(float gunGoal)
else if ( m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEwi ||
- m_type == OBJECT_MOBILEii ) // orgaball ?
+ m_type == OBJECT_MOBILEii ) // orgaball?
{
if ( gunGoal > 40.0f*PI/180.0f ) gunGoal = 40.0f*PI/180.0f;
if ( gunGoal < -40.0f*PI/180.0f ) gunGoal = -40.0f*PI/180.0f;
SetAngleY(1, gunGoal);
}
- else if ( m_type == OBJECT_MOBILErc ) // phazer ?
+ else if ( m_type == OBJECT_MOBILErc ) // phazer?
{
if ( gunGoal > 40.0f*PI/180.0f ) gunGoal = 40.0f*PI/180.0f;
if ( gunGoal < -40.0f*PI/180.0f ) gunGoal = -40.0f*PI/180.0f;
@@ -7196,7 +7190,7 @@ float CObject::RetGunGoalH()
-// Montre les limites de l'objet.
+// Shows the limits of the object.
BOOL CObject::StartShowLimit()
{
@@ -7214,7 +7208,7 @@ void CObject::StopShowLimit()
-// Indique si un programme est en cours d'ex�cution.
+// Indicates whether a program is under execution.
BOOL CObject::IsProgram()
{
@@ -7223,7 +7217,7 @@ BOOL CObject::IsProgram()
}
-// Cr�e ou supprime les particules associ�es � l'objet.
+// Creates or removes particles associated to the object.
void CObject::CreateSelectParticule()
{
@@ -7231,7 +7225,7 @@ void CObject::CreateSelectParticule()
FPOINT dim;
int i;
- // Supprime les particules pr�c�dentes.
+ // Removes particles preceding.
for ( i=0 ; i<4 ; i++ )
{
if ( m_partiSel[i] != -1 )
@@ -7243,7 +7237,7 @@ void CObject::CreateSelectParticule()
if ( m_bSelect || IsProgram() )
{
- // Cr�e les particules lens pour les phares.
+ // Creates particles lens for the headlights.
if ( m_type == OBJECT_MOBILEfa ||
m_type == OBJECT_MOBILEta ||
m_type == OBJECT_MOBILEwa ||
@@ -7270,7 +7264,7 @@ void CObject::CreateSelectParticule()
m_type == OBJECT_MOBILEtt ||
m_type == OBJECT_MOBILEwt ||
m_type == OBJECT_MOBILEit ||
- m_type == OBJECT_MOBILEdr ) // v�hicule ?
+ m_type == OBJECT_MOBILEdr ) // vehicle?
{
pos = D3DVECTOR(0.0f, 0.0f, 0.0f);
speed = D3DVECTOR(0.0f, 0.0f, 0.0f);
@@ -7285,7 +7279,7 @@ void CObject::CreateSelectParticule()
}
}
-// Met � jour les particules associ�es � l'objet.
+// Updates the particles associated to the object.
void CObject::UpdateSelectParticule()
{
@@ -7302,11 +7296,11 @@ void CObject::UpdateSelectParticule()
dim[2].x = 1.2f;
dim[3].x = 1.2f;
- // Lens avants jaunes.
+ // Lens front yellow.
if ( m_type == OBJECT_MOBILErt ||
m_type == OBJECT_MOBILErc ||
m_type == OBJECT_MOBILErr ||
- m_type == OBJECT_MOBILErs ) // grosses chenilles ?
+ m_type == OBJECT_MOBILErs ) // large caterpillars?
{
pos[0] = D3DVECTOR(4.2f, 2.8f, 1.5f);
pos[1] = D3DVECTOR(4.2f, 2.8f, -1.5f);
@@ -7323,17 +7317,17 @@ void CObject::UpdateSelectParticule()
dim[0].x = 1.5f;
dim[1].x = 1.5f;
}
- else if ( m_type == OBJECT_MOBILEsa ) // sous-marin ?
+ else if ( m_type == OBJECT_MOBILEsa ) // submarine?
{
pos[0] = D3DVECTOR(3.6f, 4.0f, 2.0f);
pos[1] = D3DVECTOR(3.6f, 4.0f, -2.0f);
}
- else if ( m_type == OBJECT_MOBILEtg ) // cible ?
+ else if ( m_type == OBJECT_MOBILEtg ) // target?
{
pos[0] = D3DVECTOR(3.4f, 6.5f, 2.0f);
pos[1] = D3DVECTOR(3.4f, 6.5f, -2.0f);
}
- else if ( m_type == OBJECT_MOBILEdr ) // dessinateur ?
+ else if ( m_type == OBJECT_MOBILEdr ) // designer?
{
pos[0] = D3DVECTOR(4.9f, 3.5f, 2.5f);
pos[1] = D3DVECTOR(4.9f, 3.5f, -2.5f);
@@ -7344,12 +7338,12 @@ void CObject::UpdateSelectParticule()
pos[1] = D3DVECTOR(4.2f, 2.5f, -1.5f);
}
- // Lens arri�res rouges.
+ // Red back lens
if ( m_type == OBJECT_MOBILEfa ||
m_type == OBJECT_MOBILEfc ||
m_type == OBJECT_MOBILEfi ||
m_type == OBJECT_MOBILEfs ||
- m_type == OBJECT_MOBILEft ) // volant ?
+ m_type == OBJECT_MOBILEft ) // flying?
{
pos[2] = D3DVECTOR(-4.0f, 3.1f, 4.5f);
pos[3] = D3DVECTOR(-4.0f, 3.1f, -4.5f);
@@ -7359,12 +7353,12 @@ void CObject::UpdateSelectParticule()
if ( m_type == OBJECT_MOBILEwa ||
m_type == OBJECT_MOBILEwc ||
m_type == OBJECT_MOBILEwi ||
- m_type == OBJECT_MOBILEws ) // roues ?
+ m_type == OBJECT_MOBILEws ) // wheels?
{
pos[2] = D3DVECTOR(-4.5f, 2.7f, 2.8f);
pos[3] = D3DVECTOR(-4.5f, 2.7f, -2.8f);
}
- if ( m_type == OBJECT_MOBILEwt ) // roues ?
+ if ( m_type == OBJECT_MOBILEwt ) // wheels?
{
pos[2] = D3DVECTOR(-4.0f, 2.5f, 2.2f);
pos[3] = D3DVECTOR(-4.0f, 2.5f, -2.2f);
@@ -7373,7 +7367,7 @@ void CObject::UpdateSelectParticule()
m_type == OBJECT_MOBILEic ||
m_type == OBJECT_MOBILEii ||
m_type == OBJECT_MOBILEis ||
- m_type == OBJECT_MOBILEit ) // pattes ?
+ m_type == OBJECT_MOBILEit ) // legs?
{
pos[2] = D3DVECTOR(-4.5f, 2.7f, 2.8f);
pos[3] = D3DVECTOR(-4.5f, 2.7f, -2.8f);
@@ -7382,7 +7376,7 @@ void CObject::UpdateSelectParticule()
m_type == OBJECT_MOBILEtc ||
m_type == OBJECT_MOBILEti ||
m_type == OBJECT_MOBILEts ||
- m_type == OBJECT_MOBILEtt ) // chenilles ?
+ m_type == OBJECT_MOBILEtt ) // caterpillars?
{
pos[2] = D3DVECTOR(-3.6f, 4.2f, 3.0f);
pos[3] = D3DVECTOR(-3.6f, 4.2f, -3.0f);
@@ -7390,22 +7384,22 @@ void CObject::UpdateSelectParticule()
if ( m_type == OBJECT_MOBILErt ||
m_type == OBJECT_MOBILErc ||
m_type == OBJECT_MOBILErr ||
- m_type == OBJECT_MOBILErs ) // grosses chenilles ?
+ m_type == OBJECT_MOBILErs ) // large caterpillars?
{
pos[2] = D3DVECTOR(-5.0f, 5.2f, 2.5f);
pos[3] = D3DVECTOR(-5.0f, 5.2f, -2.5f);
}
- if ( m_type == OBJECT_MOBILEsa ) // sous-marin ?
+ if ( m_type == OBJECT_MOBILEsa ) // submarine?
{
pos[2] = D3DVECTOR(-3.6f, 4.0f, 2.0f);
pos[3] = D3DVECTOR(-3.6f, 4.0f, -2.0f);
}
- if ( m_type == OBJECT_MOBILEtg ) // cible ?
+ if ( m_type == OBJECT_MOBILEtg ) // target?
{
pos[2] = D3DVECTOR(-2.4f, 6.5f, 2.0f);
pos[3] = D3DVECTOR(-2.4f, 6.5f, -2.0f);
}
- if ( m_type == OBJECT_MOBILEdr ) // dessinateur ?
+ if ( m_type == OBJECT_MOBILEdr ) // designer?
{
pos[2] = D3DVECTOR(-5.3f, 2.7f, 1.8f);
pos[3] = D3DVECTOR(-5.3f, 2.7f, -1.8f);
@@ -7418,16 +7412,16 @@ void CObject::UpdateSelectParticule()
zoom[2] = 1.0f;
zoom[3] = 1.0f;
- if ( IsProgram() && // programme en cours ?
+ if ( IsProgram() && // current program?
Mod(m_aTime, 0.7f) < 0.3f )
{
- zoom[0] = 0.0f; // clignotte
+ zoom[0] = 0.0f; // blinks
zoom[1] = 0.0f;
zoom[2] = 0.0f;
zoom[3] = 0.0f;
}
- // Met � jour tous les lens.
+ // Updates lens.
for ( i=0 ; i<4 ; i++ )
{
pos[i] = Transform(m_objectPart[0].matWorld, pos[i]);
@@ -7437,7 +7431,7 @@ void CObject::UpdateSelectParticule()
}
-// Donne le pointeur au script en cours d'ex�cution.
+// Gives the pointer to the current script execution.
void CObject::SetRunScript(CScript* script)
{
@@ -7449,35 +7443,35 @@ CScript* CObject::RetRunScript()
return m_runScript;
}
-// Retourne les variables du "this" pour CBOT.
+// Returns the variables of "this" for CBOT.
CBotVar* CObject::RetBotVar()
{
return m_botVar;
}
-// Retourne la physique associ�e � l'objet.
+// Returns the physics associated to the object.
CPhysics* CObject::RetPhysics()
{
return m_physics;
}
-// Retourne le cerveau associ� � l'objet.
+// Returns the brain associated to the object.
CBrain* CObject::RetBrain()
{
return m_brain;
}
-// Retourne le mouvement associ� � l'objet.
+// Returns the movement associated to the object.
CMotion* CObject::RetMotion()
{
return m_motion;
}
-// Retourne l'automate associ� � l'objet.
+// Returns the controller associated to the object.
CAuto* CObject::RetAuto()
{
@@ -7491,7 +7485,7 @@ void CObject::SetAuto(CAuto* automat)
-// Gestion du rang dans le fichier de d�finition.
+// Management of the position in the file definition.
void CObject::SetDefRank(int rank)
{
@@ -7504,7 +7498,7 @@ int CObject::RetDefRank()
}
-// Donne le nom de l'objet pour le tooltip.
+// Gives the object name for the tooltip.
BOOL CObject::GetTooltipName(char* name)
{
@@ -7513,7 +7507,7 @@ BOOL CObject::GetTooltipName(char* name)
}
-// Ajoute l'objet pr�c�demment s�lectionn� dans la liste.
+// Adds the object previously selected in the list.
void CObject::AddDeselList(CObject* pObj)
{
@@ -7531,7 +7525,7 @@ void CObject::AddDeselList(CObject* pObj)
m_objectDeselectList[m_totalDesectList++] = pObj;
}
-// Enl�ve l'objet pr�c�demment s�lectionn� dans la liste.
+// Removes the previously selected object in the list.
CObject* CObject::SubDeselList()
{
@@ -7540,7 +7534,7 @@ CObject* CObject::SubDeselList()
return m_objectDeselectList[--m_totalDesectList];
}
-// Supprime un objet s'il est r�f�renc� dans la liste.
+// Removes an object reference if it is in the list.
void CObject::DeleteDeselList(CObject* pObj)
{
@@ -7559,7 +7553,7 @@ void CObject::DeleteDeselList(CObject* pObj)
-// Gestion de l'�tat du crayon du robot dessinateur.
+// Management of the state of the pencil drawing robot.
BOOL CObject::RetTraceDown()
{