From c2b493259d584a0eeef62181836d2606acb18f8b Mon Sep 17 00:00:00 2001 From: Programerus Date: Thu, 5 Apr 2012 02:07:55 +0300 Subject: Comments translated from French to English. --- src/object.cpp | 390 ++++++++++++++++++++++++++++----------------------------- 1 file changed, 192 insertions(+), 198 deletions(-) (limited to 'src/object.cpp') 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() { -- cgit v1.2.3-1-g7c22