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-rw-r--r--src/taskbuild.h22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/taskbuild.h b/src/taskbuild.h
index 2becb89..1e0401b 100644
--- a/src/taskbuild.h
+++ b/src/taskbuild.h
@@ -1,4 +1,4 @@
-// * This file is part of the COLOBOT source code
+// * 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
@@ -12,7 +12,7 @@
// * 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/.
+// * along with this program. If not, see http://www.gnu.org/licenses/.// taskbuild.h
#ifndef _TASKBUILD_H_
#define _TASKBUILD_H_
@@ -35,7 +35,7 @@ enum TaskBuildPhase
TBP_TURN = 1, // tourne
TBP_MOVE = 2, // avance/recule
TBP_TAKE = 3, // prend arme
- TBP_PREP = 4, // pr�pare
+ TBP_PREP = 4, // prépare
TBP_BUILD = 5, // construit
TBP_TERM = 6, // termine
TBP_RECEDE = 7, // recule terminal
@@ -65,22 +65,22 @@ protected:
protected:
ObjectType m_type; // type de construction
- CObject* m_metal; // objet metal transform�
- CObject* m_power; // pile du v�hicule
+ CObject* m_metal; // objet metal transformé
+ CObject* m_power; // pile du véhicule
CObject* m_building; // batiment construit
- TaskBuildPhase m_phase; // phase de l'op�ration
- BOOL m_bError; // TRUE -> op�ration impossible
+ TaskBuildPhase m_phase; // phase de l'opération
+ BOOL m_bError; // TRUE -> opération impossible
BOOL m_bBuild; // TRUE -> batiment construit
- BOOL m_bBlack; // TRUE -> lumi�res noir -> blanc
+ BOOL m_bBlack; // TRUE -> lumières noir -> blanc
float m_time; // temps absolu
- float m_lastParticule;// temps g�n�ration derni�re particule
+ float m_lastParticule;// temps génération dernière particule
float m_progress; // progression (0..1)
float m_speed; // vitesse de la progression
- float m_angleY; // angle de rotation du v�hicule
+ float m_angleY; // angle de rotation du véhicule
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];// lumi�res pour les effets
+ int m_lightRank[TBMAXLIGHT];// lumières pour les effets
int m_soundChannel;
};