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authorKrzysztof H <krzys_h@interia.pl>2012-03-09 17:08:05 +0100
committerKrzysztof H <krzys_h@interia.pl>2012-03-09 17:08:05 +0100
commit84d1f79fdf02e0010e4b2d118458e8cd8ce0dd71 (patch)
tree842825145ada8e6f53d1de9f100383cc028d2b46 /src/taskbuild.h
parenta4c804b49ec872b71bd5a0167c3ad45704a3cc30 (diff)
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Added license info using a small program SrcHead.
Diffstat (limited to 'src/taskbuild.h')
-rw-r--r--src/taskbuild.h34
1 files changed, 24 insertions, 10 deletions
diff --git a/src/taskbuild.h b/src/taskbuild.h
index 6d8a234..3ccb6f5 100644
--- a/src/taskbuild.h
+++ b/src/taskbuild.h
@@ -1,4 +1,18 @@
-// taskbuild.h
+// * This file is part of the COLOBOT source code
+// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
+// *
+// * This program is free software: you can redistribute it and/or modify
+// * it under the terms of the GNU General Public License as published by
+// * the Free Software Foundation, either version 3 of the License, or
+// * (at your option) any later version.
+// *
+// * This program is distributed in the hope that it will be useful,
+// * but WITHOUT ANY WARRANTY; without even the implied warranty of
+// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// * GNU General Public License for more details.
+// *
+// * You should have received a copy of the GNU General Public License
+// * along with this program. If not, see .
#ifndef _TASKBUILD_H_
#define _TASKBUILD_H_
@@ -21,7 +35,7 @@ enum TaskBuildPhase
TBP_TURN = 1, // tourne
TBP_MOVE = 2, // avance/recule
TBP_TAKE = 3, // prend arme
- TBP_PREP = 4, // prépare
+ TBP_PREP = 4, // pr�pare
TBP_BUILD = 5, // construit
TBP_TERM = 6, // termine
TBP_RECEDE = 7, // recule terminal
@@ -51,22 +65,22 @@ protected:
protected:
ObjectType m_type; // type de construction
- CObject* m_metal; // objet metal transformé
- CObject* m_power; // pile du véhicule
+ CObject* m_metal; // objet metal transform�
+ CObject* m_power; // pile du v�hicule
CObject* m_building; // batiment construit
- TaskBuildPhase m_phase; // phase de l'opération
- BOOL m_bError; // TRUE -> opération impossible
+ TaskBuildPhase m_phase; // phase de l'op�ration
+ BOOL m_bError; // TRUE -> op�ration impossible
BOOL m_bBuild; // TRUE -> batiment construit
- BOOL m_bBlack; // TRUE -> lumières noir -> blanc
+ BOOL m_bBlack; // TRUE -> lumi�res noir -> blanc
float m_time; // temps absolu
- float m_lastParticule;// temps génération dernière particule
+ float m_lastParticule;// temps g�n�ration derni�re particule
float m_progress; // progression (0..1)
float m_speed; // vitesse de la progression
- float m_angleY; // angle de rotation du véhicule
+ float m_angleY; // angle de rotation du v�hicule
float m_angleZ; // angle de rotation du canon
D3DVECTOR m_buildingPos; // position initiale du batiment
float m_buildingHeight;// hauteur du building
- int m_lightRank[TBMAXLIGHT];// lumières pour les effets
+ int m_lightRank[TBMAXLIGHT];// lumi�res pour les effets
int m_soundChannel;
};