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authorProgramerus <alcadeias95@gmail.com>2012-04-11 20:47:38 +0300
committerProgramerus <alcadeias95@gmail.com>2012-04-11 20:47:38 +0300
commit52fb7f51547de30544fbcd815dd49127a508d215 (patch)
tree5079956537f028e33d2086cc09ab29abc8d157fe /src/terrain.h
parent198f5444dfbcecce17120a144fcb178a8016bfa9 (diff)
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Comments translated from French to English.
Diffstat (limited to 'src/terrain.h')
-rw-r--r--src/terrain.h26
1 files changed, 14 insertions, 12 deletions
diff --git a/src/terrain.h b/src/terrain.h
index 991c3f7..499a288 100644
--- a/src/terrain.h
+++ b/src/terrain.h
@@ -12,7 +12,9 @@
// * 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 http://www.gnu.org/licenses/.// terrain.h
+// * along with this program. If not, see http://www.gnu.org/licenses/.
+
+// terrain.h
#ifndef _TERRAIN_H_
#define _TERRAIN_H_
@@ -170,19 +172,19 @@ protected:
CD3DEngine* m_engine;
CWater* m_water;
- int m_mosaic; // nb de mosaïque
- int m_brick; // nb de briques par mosaïque
- float m_size; // taille d'un élément dans une brique
- float m_vision; // vision avant un changement de résolution
- float* m_relief; // table du relief
- int* m_texture; // table des textures
- int* m_objRank; // table des rangs des objets
+ int m_mosaic; // number of mosaics
+ int m_brick; // number of bricks per mosaics
+ float m_size; // size of an item in an brick
+ float m_vision; // vision before a change of resolution
+ float* m_relief; // table of the relief
+ int* m_texture; // table of textures
+ int* m_objRank; // table of rows of objects
BOOL m_bMultiText;
BOOL m_bLevelText;
- float m_scaleMapping; // échelle du mapping
+ float m_scaleMapping; // scale of the mapping
float m_scaleRelief;
- int m_subdivMapping;
- int m_depth; // nb de résolutions différentes (1,2,3,4)
+ int m_subdivMapping;
+ int m_depth; // number of different resolutions (1,2,3,4)
char m_texBaseName[20];
char m_texBaseExt[10];
float m_defHardness;
@@ -198,7 +200,7 @@ protected:
BuildingLevel m_buildingTable[MAXBUILDINGLEVEL];
unsigned char* m_resources;
- D3DVECTOR m_wind; // vitesse du vent
+ D3DVECTOR m_wind; // wind speed
float m_flyingMaxHeight;
int m_flyingLimitTotal;