From a2077103ef25212ba4a2c707d6c0d24be3e766dc Mon Sep 17 00:00:00 2001 From: Programerus Date: Wed, 4 Apr 2012 20:40:30 +0300 Subject: Comments translated from French to English. --- src/object.cpp | 180 ++++++++++++++++++++++++++++----------------------------- 1 file changed, 90 insertions(+), 90 deletions(-) (limited to 'src/object.cpp') diff --git a/src/object.cpp b/src/object.cpp index 6db551f..e45154b 100644 --- a/src/object.cpp +++ b/src/object.cpp @@ -2281,14 +2281,14 @@ BOOL CObject::CreateShadowLight(float height, D3DCOLORVALUE color) return TRUE; } -// Retourne le num�ro de la lumi�re d'ombre n�gative. +// Returns the number of negative light shade. int CObject::RetShadowLight() { return m_shadowLight; } -// Cr�e la lumi�re pour les effects d'un v�hicule. +// Creates light for the effects of a vehicle. BOOL CObject::CreateEffectLight(float height, D3DCOLORVALUE color) { @@ -2307,7 +2307,7 @@ BOOL CObject::CreateEffectLight(float height, D3DCOLORVALUE color) light.dvPosition.y = 0.0f+height; light.dvPosition.z = 0.0f; light.dvDirection.x = 0.0f; - light.dvDirection.y = -1.0f; // contre en bas + light.dvDirection.y = -1.0f; // against the bottom light.dvDirection.z = 0.0f; light.dvRange = D3DLIGHT_RANGE_MAX; light.dvFalloff = 1.0f; @@ -2326,14 +2326,14 @@ BOOL CObject::CreateEffectLight(float height, D3DCOLORVALUE color) return TRUE; } -// Retourne le num�ro de la lumi�re des effets. +// Returns the number of light effects. int CObject::RetEffectLight() { return m_effectLight; } -// Cr�e l'ombre circulaire sous un v�hicule. +// Creates the circular shadow underneath a vehicle. BOOL CObject::CreateShadowCircle(float radius, float intensity, D3DShadowType type) @@ -2355,7 +2355,7 @@ BOOL CObject::CreateShadowCircle(float radius, float intensity, return TRUE; } -// Cr�e un batiment quelconque pos� sur le sol. +// Creates a building laying on the ground. BOOL CObject::CreateBuilding(D3DVECTOR pos, float angle, float height, ObjectType type, float power) @@ -2371,7 +2371,7 @@ BOOL CObject::CreateBuilding(D3DVECTOR pos, float angle, float height, SetType(type); 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); if ( m_type == OBJECT_PORTICO ) @@ -2539,7 +2539,7 @@ BOOL CObject::CreateBuilding(D3DVECTOR pos, float angle, float height, m_engine->SetObjectType(rank, TYPEDESCENDANT); SetObjectRank(9, rank); SetObjectParent(9, 0); - pModFile->ReadModel("objects\\base3.mod"); // pilier central + pModFile->ReadModel("objects\\base3.mod"); // central pillar pModFile->CreateEngineObject(rank); CreateCrashSphere(D3DVECTOR( 0.0f, 33.0f, 0.0f), 2.5f, SOUND_BOUMm, 0.45f); @@ -2726,7 +2726,7 @@ BOOL CObject::CreateBuilding(D3DVECTOR pos, float angle, float height, SetGlobalSphere(D3DVECTOR(-7.0f, 5.0f, 0.0f), 5.0f); m_character.posPower = D3DVECTOR(0.0f, 3.0f, 0.0f); - m_energy = power; // initialise le niveau d'�nergie + m_energy = power; // initializes the energy level CreateShadowCircle(6.0f, 0.5f); } @@ -3214,7 +3214,7 @@ BOOL CObject::CreateBuilding(D3DVECTOR pos, float angle, float height, } #if 0 - if ( power > 0.0f ) // cr�e une pile ? + if ( power > 0.0f ) // creates a battery? { CObject* pPower; @@ -3243,7 +3243,7 @@ BOOL CObject::CreateBuilding(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 CreateOtherObject(type); m_engine->LoadAllTexture(); @@ -3252,7 +3252,7 @@ BOOL CObject::CreateBuilding(D3DVECTOR pos, float angle, float height, return TRUE; } -// Cr�e une petite ressource pos�e sur le sol. +// Creates a small resource set on the ground. BOOL CObject::CreateResource(D3DVECTOR pos, float angle, ObjectType type, float power) @@ -3272,7 +3272,7 @@ BOOL CObject::CreateResource(D3DVECTOR pos, float angle, ObjectType type, SetType(type); 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); SetEnergy(power); @@ -3314,7 +3314,7 @@ BOOL CObject::CreateResource(D3DVECTOR pos, float angle, ObjectType type, SetPosition(0, pos); SetAngleY(0, angle); - if ( type == OBJECT_SHOW ) // reste en l'air ? + if ( type == OBJECT_SHOW ) // remains in the air? { delete pModFile; return TRUE; @@ -3367,13 +3367,13 @@ BOOL CObject::CreateResource(D3DVECTOR pos, float angle, ObjectType type, pos = RetPosition(0); pos.y += height; - SetPosition(0, pos); // pour afficher les ombres tout de suite + SetPosition(0, pos); // to display the shadows immediately delete pModFile; return TRUE; } -// Cr�e un drapeau pos� sur le sol. +// Creates a flag placed on the ground. BOOL CObject::CreateFlag(D3DVECTOR pos, float angle, ObjectType type) { @@ -3395,7 +3395,7 @@ BOOL CObject::CreateFlag(D3DVECTOR pos, float angle, ObjectType type) if ( type == OBJECT_FLAGv ) strcpy(name, "objects\\flag1v.mod"); 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(name); pModFile->CreateEngineObject(rank); @@ -3430,13 +3430,13 @@ BOOL CObject::CreateFlag(D3DVECTOR pos, float angle, ObjectType type) FloorAdjust(); 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 une barri�re pos�e sur le sol. +// Creates a barrier placed on the ground. BOOL CObject::CreateBarrier(D3DVECTOR pos, float angle, float height, ObjectType type) @@ -3486,7 +3486,7 @@ BOOL CObject::CreateBarrier(D3DVECTOR pos, float angle, float height, CreateShadowCircle(12.0f, 0.5f, D3DSHADOWWORM); } - if ( type == OBJECT_BARRIER2 ) // en carton ? + if ( type == OBJECT_BARRIER2 ) // cardboard? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -3505,7 +3505,7 @@ BOOL CObject::CreateBarrier(D3DVECTOR pos, float angle, float height, CreateShadowCircle(12.0f, 0.8f, D3DSHADOWWORM); } - if ( type == OBJECT_BARRIER3 ) // allumettes + paille ? + if ( type == OBJECT_BARRIER3 ) // match + straw? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -3525,7 +3525,7 @@ BOOL CObject::CreateBarrier(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); @@ -3539,7 +3539,7 @@ BOOL CObject::CreateBarrier(D3DVECTOR pos, float angle, float height, return TRUE; } -// Cr�e une plante pos�e sur le sol. +// Creates a plant placed on the ground. BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, ObjectType type) @@ -3557,7 +3557,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, type == OBJECT_PLANT1 || type == OBJECT_PLANT2 || type == OBJECT_PLANT3 || - type == OBJECT_PLANT4 ) // standard ? + type == OBJECT_PLANT4 ) // standard? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -3582,7 +3582,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, if ( type == OBJECT_PLANT5 || type == OBJECT_PLANT6 || - type == OBJECT_PLANT7 ) // tr�fle ? + type == OBJECT_PLANT7 ) // clover? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -3601,7 +3601,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, } if ( type == OBJECT_PLANT8 || - type == OBJECT_PLANT9 ) // courgette ? + type == OBJECT_PLANT9 ) // squash? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -3622,7 +3622,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, type == OBJECT_PLANT11 || type == OBJECT_PLANT12 || type == OBJECT_PLANT13 || - type == OBJECT_PLANT14 ) // plante grasse ? + type == OBJECT_PLANT14 ) // succulent? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -3647,7 +3647,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, type == OBJECT_PLANT16 || type == OBJECT_PLANT17 || type == OBJECT_PLANT18 || - type == OBJECT_PLANT19 ) // foug�re ? + type == OBJECT_PLANT19 ) // fern? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -3762,7 +3762,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, CreateShadowCircle(8.0f, 0.5f); } - if ( type == OBJECT_TREE5 ) // arbre g�ant (pour monde "teen") + if ( type == OBJECT_TREE5 ) // giant tree (for the world "teen") { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -3780,7 +3780,7 @@ BOOL CObject::CreatePlant(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); @@ -3793,7 +3793,7 @@ BOOL CObject::CreatePlant(D3DVECTOR pos, float angle, float height, return TRUE; } -// Cr�e un champignon pos� sur le sol. +// Creates a mushroom placed on the ground. BOOL CObject::CreateMushroom(D3DVECTOR pos, float angle, float height, ObjectType type) @@ -3842,7 +3842,7 @@ BOOL CObject::CreateMushroom(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); @@ -3855,7 +3855,7 @@ BOOL CObject::CreateMushroom(D3DVECTOR pos, float angle, float height, return TRUE; } -// Cr�e un jouet pos� sur le sol. +// Creates a toy placed on the ground. BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, ObjectType type) @@ -3875,7 +3875,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, fShadow = Norm(1.0f-height/10.0f); - if ( type == OBJECT_TEEN0 ) // crayon orange lg=10 + if ( type == OBJECT_TEEN0 ) // orange pencil lg=10 { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -3895,7 +3895,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(5.0f, 0.8f*fShadow, D3DSHADOWWORM); } - if ( type == OBJECT_TEEN1 ) // crayon bleu lg=14 + if ( type == OBJECT_TEEN1 ) // blue pencil lg=14 { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -3917,7 +3917,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(6.0f, 0.8f*fShadow, D3DSHADOWWORM); } - if ( type == OBJECT_TEEN2 ) // crayon rouge lg=16 + if ( type == OBJECT_TEEN2 ) // red pencil lg=16 { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -3939,7 +3939,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(6.0f, 0.8f*fShadow, D3DSHADOWWORM); } - if ( type == OBJECT_TEEN3 ) // bocal avec crayon + if ( type == OBJECT_TEEN3 ) // jar with pencils { rank = m_engine->CreateObject(); //? m_engine->SetObjectType(rank, TYPEFIX); @@ -3956,7 +3956,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(6.0f, 0.5f*fShadow); } - if ( type == OBJECT_TEEN4 ) // ciseaux + if ( type == OBJECT_TEEN4 ) // scissors { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -3995,7 +3995,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(8.0f, 0.2f*fShadow); } - if ( type == OBJECT_TEEN6 ) // livre 1 + if ( type == OBJECT_TEEN6 ) // book 1 { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4016,7 +4016,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 0.2f*fShadow); } - if ( type == OBJECT_TEEN7 ) // livre 2 + if ( type == OBJECT_TEEN7 ) // book 2 { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4037,7 +4037,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 0.2f*fShadow); } - if ( type == OBJECT_TEEN8 ) // pile de livres 1 + if ( type == OBJECT_TEEN8 ) // a stack of books 1 { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4059,7 +4059,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 0.2f*fShadow); } - if ( type == OBJECT_TEEN9 ) // pile de livres 2 + if ( type == OBJECT_TEEN9 ) // a stack of books 2 { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4081,7 +4081,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 0.2f*fShadow); } - if ( type == OBJECT_TEEN10 ) // biblioth�que + if ( type == OBJECT_TEEN10 ) // bookcase { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4107,7 +4107,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(40.0f, 0.2f*fShadow); } - if ( type == OBJECT_TEEN11 ) // lampe + if ( type == OBJECT_TEEN11 ) // lamp { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4126,12 +4126,12 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, pos = Transform(*mat, D3DVECTOR(-65.0f, 40.0f, 0.0f)); color.r = 4.0f; color.g = 2.0f; - color.b = 0.0f; // jaune-orange + color.b = 0.0f; // yellow-orange color.a = 0.0f; m_main->CreateSpot(pos, color); } - if ( type == OBJECT_TEEN12 ) // coca + if ( type == OBJECT_TEEN12 ) // coke { rank = m_engine->CreateObject(); //? m_engine->SetObjectType(rank, TYPEFIX); @@ -4148,7 +4148,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(4.5f, 1.0f*fShadow); } - if ( type == OBJECT_TEEN13 ) // carton ferm� + if ( type == OBJECT_TEEN13 ) // cardboard farm { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4173,7 +4173,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 1.0f*fShadow); } - if ( type == OBJECT_TEEN14 ) // carton ouvert + if ( type == OBJECT_TEEN14 ) // open box { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4198,7 +4198,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 1.0f*fShadow); } - if ( type == OBJECT_TEEN15 ) // pile de cartons + if ( type == OBJECT_TEEN15 ) // stack of cartons { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4223,7 +4223,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 1.0f*fShadow); } - if ( type == OBJECT_TEEN16 ) // arrosoir + if ( type == OBJECT_TEEN16 ) // watering can { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4241,7 +4241,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(18.0f, 1.0f*fShadow); } - if ( type == OBJECT_TEEN17 ) // roue | + if ( type == OBJECT_TEEN17 ) // wheel | { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4257,7 +4257,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(24.0f, 0.5f*fShadow); } - if ( type == OBJECT_TEEN18 ) // roue / + if ( type == OBJECT_TEEN18 ) // wheel / { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4273,7 +4273,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(24.0f, 0.5f*fShadow); } - if ( type == OBJECT_TEEN19 ) // roue = + if ( type == OBJECT_TEEN19 ) // wheel = { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4289,7 +4289,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(33.0f, 1.0f*fShadow); } - if ( type == OBJECT_TEEN20 ) // mur avec �tag�re + if ( type == OBJECT_TEEN20 ) // wall with shelf { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4310,7 +4310,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateCrashSphere(D3DVECTOR( 83.0f, 0.0f, -35.0f), 4.0f, SOUND_BOUMm, 0.45f); } - if ( type == OBJECT_TEEN21 ) // mur avec fen�tre + if ( type == OBJECT_TEEN21 ) // wall with window { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4322,7 +4322,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, SetZoom(0, zoom); } - if ( type == OBJECT_TEEN22 ) // mur avec porte et �tag�re + if ( type == OBJECT_TEEN22 ) // wall with door and shelf { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4339,7 +4339,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateCrashSphere(D3DVECTOR( -15.0f, 0.0f, -35.0f), 4.0f, SOUND_BOUMm, 0.45f); } - if ( type == OBJECT_TEEN23 ) // skate sur ses roues + if ( type == OBJECT_TEEN23 ) // skateboard on wheels { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4350,7 +4350,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, SetAngleY(0, angle); SetZoom(0, zoom); - if ( m_option == 1 ) // passage sous le skate interdit ? + if ( m_option == 1 ) // passage under the prohibited skateboard? { CreateCrashSphere(D3DVECTOR(-10.0f, 2.0f, 0.0f), 11.0f, SOUND_BOUMm, 0.45f); CreateCrashSphere(D3DVECTOR( 10.0f, 2.0f, 0.0f), 11.0f, SOUND_BOUMm, 0.45f); @@ -4398,7 +4398,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 0.2f*fShadow); } - if ( type == OBJECT_TEEN26 ) // lampe au plafond + if ( type == OBJECT_TEEN26 ) // ceiling lamp { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4417,12 +4417,12 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, pos = Transform(*mat, D3DVECTOR(0.0f, 50.0f, 0.0f)); color.r = 4.0f; color.g = 2.0f; - color.b = 0.0f; // jaune-orange + color.b = 0.0f; // yellow-orange color.a = 0.0f; m_main->CreateSpot(pos, color); } - if ( type == OBJECT_TEEN27 ) // grande plante ? + if ( type == OBJECT_TEEN27 ) // large plant? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4437,7 +4437,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(40.0f, 0.5f); } - if ( type == OBJECT_TEEN28 ) // bouteille ? + if ( type == OBJECT_TEEN28 ) // bottle? { rank = m_engine->CreateObject(); //? m_engine->SetObjectType(rank, TYPEFIX); @@ -4453,7 +4453,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(7.0f, 0.6f*fShadow); } - if ( type == OBJECT_TEEN29 ) // pont ? + if ( type == OBJECT_TEEN29 ) // bridge? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4466,7 +4466,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, bFloorAdjust = FALSE; } - if ( type == OBJECT_TEEN30 ) // saut ? + if ( type == OBJECT_TEEN30 ) // jump? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4482,7 +4482,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(20.0f, 1.0f*fShadow); } - if ( type == OBJECT_TEEN31 ) // basket ? + if ( type == OBJECT_TEEN31 ) // basket? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4501,7 +4501,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(16.0f, 0.6f*fShadow); } - if ( type == OBJECT_TEEN32 ) // chaise ? + if ( type == OBJECT_TEEN32 ) // chair? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4520,7 +4520,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(35.0f, 0.3f*fShadow); } - if ( type == OBJECT_TEEN33 ) // panneau ? + if ( type == OBJECT_TEEN33 ) // panel? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4535,7 +4535,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(10.0f, 0.3f*fShadow); } - if ( type == OBJECT_TEEN34 ) // caillou ? + if ( type == OBJECT_TEEN34 ) // stone? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4550,7 +4550,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(3.0f, 1.0f*fShadow); } - if ( type == OBJECT_TEEN35 ) // tuyau ? + if ( type == OBJECT_TEEN35 ) // pipe? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4569,7 +4569,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(40.0f, 0.8f*fShadow, D3DSHADOWWORM); } - if ( type == OBJECT_TEEN36 ) // tronc ? + if ( type == OBJECT_TEEN36 ) // trunk? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4582,7 +4582,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, bFloorAdjust = FALSE; } - if ( type == OBJECT_TEEN37 ) // bateau ? + if ( type == OBJECT_TEEN37 ) // boat? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4595,7 +4595,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, bFloorAdjust = FALSE; } - if ( type == OBJECT_TEEN38 ) // ventillateur ? + if ( type == OBJECT_TEEN38 ) // fan? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4610,7 +4610,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, m_engine->SetObjectType(rank, TYPEDESCENDANT); SetObjectRank(1, rank); SetObjectParent(1, 0); - pModFile->ReadModel("objects\\teen38b.mod"); // moteur + pModFile->ReadModel("objects\\teen38b.mod"); // engine pModFile->CreateEngineObject(rank); SetPosition(1, D3DVECTOR(0.0f, 30.0f, 0.0f)); @@ -4618,7 +4618,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, m_engine->SetObjectType(rank, TYPEDESCENDANT); SetObjectRank(2, rank); SetObjectParent(2, 1); - pModFile->ReadModel("objects\\teen38c.mod"); // h�lice + pModFile->ReadModel("objects\\teen38c.mod"); // propeller pModFile->CreateEngineObject(rank); SetPosition(2, D3DVECTOR(0.0f, 0.0f, 0.0f)); @@ -4627,7 +4627,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(15.0f, 0.5f*fShadow); } - if ( type == OBJECT_TEEN39 ) // plante en pot ? + if ( type == OBJECT_TEEN39 ) // potted plant? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4643,7 +4643,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(10.0f, 1.0f*fShadow); } - if ( type == OBJECT_TEEN40 ) // ballon ? + if ( type == OBJECT_TEEN40 ) // balloon? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4659,7 +4659,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(15.0f, 0.7f*fShadow); } - if ( type == OBJECT_TEEN41 ) // cl�ture ? + if ( type == OBJECT_TEEN41 ) // fence? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4671,7 +4671,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, SetZoom(0, zoom); } - if ( type == OBJECT_TEEN42 ) // tr�fle ? + if ( type == OBJECT_TEEN42 ) // clover? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4686,7 +4686,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(15.0f, 0.4f*fShadow); } - if ( type == OBJECT_TEEN43 ) // tr�fle ? + if ( type == OBJECT_TEEN43 ) // clover? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4701,7 +4701,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, CreateShadowCircle(15.0f, 0.4f*fShadow); } - if ( type == OBJECT_TEEN44 ) // caisse ? + if ( type == OBJECT_TEEN44 ) // car? { rank = m_engine->CreateObject(); m_engine->SetObjectType(rank, TYPEFIX); @@ -4718,7 +4718,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, } pos = RetPosition(0); - SetPosition(0, pos); // pour afficher les ombres tout de suite + SetPosition(0, pos); // to display the shadows immediately if ( bFloorAdjust ) { @@ -4736,7 +4736,7 @@ BOOL CObject::CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, return TRUE; } -// Cr�e un quartz pos� sur le sol. +// Creates a crystal placed on the ground. BOOL CObject::CreateQuartz(D3DVECTOR pos, float angle, float height, ObjectType type) @@ -4813,7 +4813,7 @@ BOOL CObject::CreateQuartz(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); @@ -4849,7 +4849,7 @@ BOOL CObject::CreateQuartz(D3DVECTOR pos, float angle, float height, return TRUE; } -// Cr�e une racine pos�e sur le sol. +// Creates a root placed on the ground. BOOL CObject::CreateRoot(D3DVECTOR pos, float angle, float height, ObjectType type) @@ -5013,7 +5013,7 @@ BOOL CObject::CreateRoot(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); @@ -5026,7 +5026,7 @@ BOOL CObject::CreateRoot(D3DVECTOR pos, float angle, float height, return TRUE; } -// Cr�e une petite maison. +// Creates a small home. BOOL CObject::CreateHome(D3DVECTOR pos, float angle, float height, ObjectType type) @@ -5057,7 +5057,7 @@ BOOL CObject::CreateHome(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); @@ -5070,7 +5070,7 @@ BOOL CObject::CreateHome(D3DVECTOR pos, float angle, float height, return TRUE; } -// Cr�e une ruine pos�e sur le sol. +// Creates ruin placed on the ground. BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height, ObjectType type) @@ -5086,7 +5086,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height, SetType(type); 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); name[0] = 0; @@ -5110,7 +5110,7 @@ BOOL CObject::CreateRuin(D3DVECTOR pos, float angle, float height, SetPosition(0, pos); SetAngleY(0, angle); - if ( type == OBJECT_RUINmobilew1 ) // v�hicule � roues ? + if ( type == OBJECT_RUINmobilew1 ) // vehicle had wheels? { // Cr�e la roue arri�re-droite. rank = m_engine->CreateObject(); -- cgit v1.2.3-1-g7c22