diff --git a/Standard Gaming Platform/input.cpp b/Standard Gaming Platform/input.cpp index 49840403..ebec3b3d 100644 --- a/Standard Gaming Platform/input.cpp +++ b/Standard Gaming Platform/input.cpp @@ -8,7 +8,7 @@ #elif defined( WIZ8_PRECOMPILED_HEADERS ) #include "WIZ8 SGP ALL.H" #else -//** dd для подключения дефайнов доп. кнопок мыши +//** dd for defines that needed for additional mouse buttons #define _WIN32_WINNT 0x500 //** @@ -159,7 +159,7 @@ LRESULT CALLBACK MouseHandler(int Code, WPARAM wParam, LPARAM lParam) switch (wParam) { - case WM_XBUTTONDOWN://** код рабочий + case WM_XBUTTONDOWN://** code is working if( p_mhs->mouseData== (XBUTTON1<<16) ) //MessageBeep(-1); { gfX1ButtonState = TRUE; @@ -173,7 +173,7 @@ LRESULT CALLBACK MouseHandler(int Code, WPARAM wParam, LPARAM lParam) QueueEvent(X2_BUTTON_DOWN, 0, uiParam); } break; - case WM_XBUTTONUP://** код рабочий + case WM_XBUTTONUP://** code is working if( p_mhs->mouseData== (XBUTTON1<<16) ) { gfX1ButtonState = FALSE; diff --git a/Tactical/Animation Control.cpp b/Tactical/Animation Control.cpp index 7abd3161..2fc69451 100644 --- a/Tactical/Animation Control.cpp +++ b/Tactical/Animation Control.cpp @@ -1466,10 +1466,10 @@ void InitAnimationSurfacesPerBodytype( ) gubAnimSurfaceIndex[ REGMALE ][ SWATTING_WK ] = RGMSWKNIFE; gubAnimSurfaceIndex[ REGMALE ][ SWAT_BACKWARDS_WK ] = RGMSWKNIFE; gubAnimSurfaceIndex[ REGMALE ][ SWAT_BACKWARDS_NOTHING ] = RGMNOTHING_SWAT; - //кидание гранаты + //grenade throwing gubAnimSurfaceIndex[ REGMALE ][ THROW_GRENADE_STANCE ] = RGMSTHRG; gubAnimSurfaceIndex[ REGMALE ][ LOB_GRENADE_STANCE ] = RGMSLOBG; - //перекат + //roll over gubAnimSurfaceIndex[ REGMALE ][ ROLL_PRONE_L ] = RGMROLL_PR; gubAnimSurfaceIndex[ REGMALE ][ ROLL_PRONE_R ] = RGMROLL_PR; diff --git a/Tactical/Animation Data.cpp b/Tactical/Animation Data.cpp index cf94ae25..2df7b698 100644 --- a/Tactical/Animation Data.cpp +++ b/Tactical/Animation Data.cpp @@ -488,16 +488,16 @@ AnimationSurfaceType gAnimSurfaceDatabase[ NUMANIMATIONSURFACETYPES ] = RGFSWKNIFE , "ANIMS\\F_MERC\\F_K_SWAT_K.sti", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, RGMSWKNIFE , "ANIMS\\S_MERC\\S_K_SWAT.sti", C_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, - //кидание гранаты стоя с выдергиванием чеки 2 варианта + // grenade throwing when standing (pull the pin out of a grenade), 2 variants BGMSTHRG, "ANIMS\\M_MERC\\M_THROW_G.sti", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, - //для бабы пока стандартная анимация + //for woman - standart animation RGFSTHRG, "ANIMS\\F_MERC\\F_THROW.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, RGMSTHRG, "ANIMS\\S_MERC\\S_THROW_G.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, BGMSLOBG, "ANIMS\\M_MERC\\M_THROW_GLOB.sti", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, RGFSLOBG, "ANIMS\\F_MERC\\F_LOB.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, RGMSLOBG, "ANIMS\\S_MERC\\S_THROW_GLOB.sti", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, - //перекат + //roll over RGMROLL_PR, "ANIMS\\S_MERC\\S_ROLL_N.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, BGMROLL_PR, "ANIMS\\M_MERC\\M_ROLL_N.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, RGFROLL_PR, "ANIMS\\F_MERC\\F_ROLL_N.STI", S_STRUCT, 0, 8, TO_INIT, NULL, NULL, 0, -1, diff --git a/Tactical/Handle UI.cpp b/Tactical/Handle UI.cpp index 4a37090b..a58102a1 100644 --- a/Tactical/Handle UI.cpp +++ b/Tactical/Handle UI.cpp @@ -85,12 +85,12 @@ #include "Map Information.h" #include "Soldier Control.h" #include "DisplayCover.h" - //ddd оптимизация для хода драников + //ddd optimization of enemy turn #include "aiinternals.h" //#include "los.h" //#include "structure wrap.h" //#include "DisplayCover.h" - //ddd оптимизация для хода драников + //ddd optimization of enemy turn #endif #include "teamturns.h" @@ -1252,14 +1252,14 @@ UINT32 UIHandleEndTurn( UI_EVENT *pUIEvent ) // Flugente: this stuff is only ever used in AStar pathing and is a unnecessary waste of resources otherwise, so I'm putting an end to this #ifdef USE_ASTAR_PATHS - ////ddd оптимизация для хода драников + ////ddd enemy turn optimization if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT ) ) { memset( gubWorldTileInLight, FALSE, sizeof( gubWorldTileInLight ) ); memset( gubIsCorpseThere, FALSE, sizeof( gubIsCorpseThere ) ); memset( gubMerkCanSeeThisTile, FALSE, sizeof( gubMerkCanSeeThisTile ) ); - //развертка цикла. при изменении WORLD_MAX на др.знач. необходимо будет подчищать хвосты! ибо опасный код!!! ;) + //sevenfm translated: unwinding of loop. When changing WORLD_MAX to another value will need some cleaning! dangerous code! ;) // WANNE: We had a custom user map (Tixa, J9), where the following loop caused an unhandled exception. // The crash occurd at ~index 16000 when calling the method IsCorpseAtGridNo() ... @@ -1316,7 +1316,7 @@ UINT32 UIHandleEndTurn( UI_EVENT *pUIEvent ) }//if } } - //ddd оптимизация для хода драников** + //ddd enemy turn optimization** #endif // End our turn! diff --git a/Tactical/Interface.cpp b/Tactical/Interface.cpp index d002487a..a0e7d179 100644 --- a/Tactical/Interface.cpp +++ b/Tactical/Interface.cpp @@ -121,7 +121,7 @@ INT32 giMenuAnchorX, giMenuAnchorY; //#define PROG_BAR_START_Y 2 //**ddd{ -//поставить дефайн в 0 если использовать большой прогресс бар +//assign 0 to define if using large progress bar //#define fSmallSizeProgressbar 1 INT32 HEIGHT_PROGRESSBAR, PROG_BAR_START_Y; //ddd} diff --git a/Tactical/PATHAI.H b/Tactical/PATHAI.H index 93ca437a..b904a323 100644 --- a/Tactical/PATHAI.H +++ b/Tactical/PATHAI.H @@ -278,11 +278,11 @@ extern UINT8 gubGlobalPathFlags; #define TRAVELCOST_WALL 254 #define TRAVELCOST_EXITGRID 255 -///ddd{okno +///ddd { window #define TRAVELCOST_JUMPABLEWINDOW 46 #define TRAVELCOST_JUMPABLEWINDOW_N 47 #define TRAVELCOST_JUMPABLEWINDOW_W 48 -///dddokno} +///ddd window } #define TRAVELCOST_TRAINTRACKS 30 #define TRAVELCOST_DIRTROAD 9 diff --git a/Tactical/PATHAI.cpp b/Tactical/PATHAI.cpp index 5c678a6e..88bff460 100644 --- a/Tactical/PATHAI.cpp +++ b/Tactical/PATHAI.cpp @@ -508,7 +508,7 @@ void AStarPathfinder::ResetAStarList() //ddd{ INT32 node; - for (node = 0; node < (WORLD_MAX & ~3); node+=4) //ddd разворот цикла + for (node = 0; node < (WORLD_MAX & ~3); node+=4) //ddd loop unwinding { AStarData[node].status = AStarData[node+1].status = AStarData[node+2].status = AStarData[node+3].status = AStar_Init; @@ -1119,7 +1119,7 @@ void AStarPathfinder::ExecuteAStarLogic() continue; } - //dddokno здесь можно запретить вставать на оконные клетки ;) + //ddd: window. we can forbid standing on tiles with windows //if (gubWorldMovementCosts[CurrentNode][direction][pSoldier->pathing.bLevel] == TRAVELCOST_JUMPABLEWINDOW) // continue; @@ -1516,8 +1516,8 @@ int AStarPathfinder::CalcG(int* pPrevCost) } } - //dddokno { проверить 2 условия 1 если след. тайл окно и надо будет перелезать через него - //2. если тек. тайл окно и надо перейти на другой тайл через окно. + //ddd: window. { check 2 conditions: 1. if next tile is a window and we will have to hump through it + //2. if current tile is a window and we should jump through the window to reach another tile else if ( nextCost == TRAVELCOST_JUMPABLEWINDOW || nextCost == TRAVELCOST_JUMPABLEWINDOW_N || nextCost == TRAVELCOST_JUMPABLEWINDOW_W) @@ -1531,7 +1531,7 @@ int AStarPathfinder::CalcG(int* pPrevCost) nextCost = gTileTypeMovementCost[ gpWorldLevelData[ CurrentNode ].ubTerrainID ];//? } - //dddokno } + //ddd: window } else if ( nextCost == TRAVELCOST_FENCE && fNonFenceJumper ) { @@ -2325,7 +2325,7 @@ bool AStarPathfinder::WantToTraverse() ///ddd{ if(gGameExternalOptions.bNewTacticalAIBehavior) { - // по трупам не бегаем . ТОДО: в 80% случаев не бегаем? + // don't walk over corpses. TODO: only avoid in 80% ? if ( ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) && pSoldier->bTeam == ENEMY_TEAM //&& IsCorpseAtGridNo( CurrentNode, pSoldier->pathing.bLevel ) @@ -2333,7 +2333,7 @@ bool AStarPathfinder::WantToTraverse() ) return false; - //from niht ops //элита AI не ходит по освещённым участкам, которые просматриваются противником + //from NightOps // elite AI will not walk on illuminated tiles, which are seen by the enemy if( ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) && pSoldier->bTeam == ENEMY_TEAM && pSoldier->ubProfile == NO_PROFILE && pSoldier->aiData.bAction != AI_ACTION_LEAVE_WATER_GAS diff --git a/Tactical/Points.cpp b/Tactical/Points.cpp index b8608168..2594a2d3 100644 --- a/Tactical/Points.cpp +++ b/Tactical/Points.cpp @@ -80,7 +80,7 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8 } } } - //dddokno + //ddd window if ( sSwitchValue == TRAVELCOST_JUMPABLEWINDOW || sSwitchValue == TRAVELCOST_JUMPABLEWINDOW_N || sSwitchValue == TRAVELCOST_JUMPABLEWINDOW_W) @@ -89,8 +89,8 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8 return -1; } - //ddd ^^^^^^если не ставить здесь условие, то при подходе к клетке с окном ,когда расст до клетки с окном 1 - //получим милое сообщение, что путь заблокирован + //ddd if we don't check this condition, then when we approach to the tile with a window, when the distance to that tile will be 1 + //we'll get nice message, that the way is blocked if ( sSwitchValue == TRAVELCOST_NOT_STANDING)// || sSwitchValue == TRAVELCOST_JUMPABLEWINDOW) { // use the cost of the terrain! @@ -169,11 +169,11 @@ INT16 TerrainActionPoints( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bDir, INT8 // cost for jumping a fence REPLACES all other AP costs! case TRAVELCOST_FENCE : - //dddokno{ + //ddd window{ case TRAVELCOST_JUMPABLEWINDOW: case TRAVELCOST_JUMPABLEWINDOW_N: case TRAVELCOST_JUMPABLEWINDOW_W: - //dddokno} + //ddd window} if (!IS_MERC_BODY_TYPE( pSoldier )) { return -1; @@ -4268,7 +4268,7 @@ INT32 GetBPCostPer10APsForGunHolding( SOLDIERTYPE * pSoldier, BOOLEAN fEstimate // Alternative weapon holding? if (( gAnimControl[ pSoldier->usAnimState ].uiFlags & ANIM_ALT_WEAPON_HOLDING ) || (fEstimate && pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD) ) { - if ( Item[pSoldier->inv[pSoldier->ubAttackingHand].usItem].twohanded ) // firing from hip is not nearly бn effort + if ( Item[pSoldier->inv[pSoldier->ubAttackingHand].usItem].twohanded ) // firing from hip is not nearly ?n effort dModifier += 80; // only 20% cost if on hip else // holding pistol in one hand is worse in this case dModifier -= 25; // increased cost by 25% diff --git a/Tactical/Real Time Input.cpp b/Tactical/Real Time Input.cpp index 9fe82c0d..c9f3ec93 100644 --- a/Tactical/Real Time Input.cpp +++ b/Tactical/Real Time Input.cpp @@ -1674,8 +1674,8 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent ) } } -//***13.02.2008*** постановка в тактике мешков с песком -//usSubIndex может быть от 1 до 10 +//***13.02.2008*** place sandbags in tactics +//usSubIndex may be [ 1 .. 10 ] //void PlaceSandbag (UINT16 usSubIndex) //{ // INT16 sGridNo; @@ -1727,20 +1727,20 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent ) // // return; // // //pSector = &SectorInfo[ SECTOR(gWorldSectorX, gWorldSectorY) ]; -// //if( pSector->bUSUSED <= 0 ) //проверяем число доступных мешков +// //if( pSector->bUSUSED <= 0 ) //check the number of available sandbags // //{ // // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"No Sandbags"); // //} //usIndex =1; -// //GetTileIndexFromTypeSubIndex( SECONDLARGEEXPDEBRIS, usSubIndex, &usIndex ); //только для 0 тайлсета -//GetTileIndexFromTypeSubIndex( 150, usSubIndex, &usIndex ); //только для 0 тайлсета +// //GetTileIndexFromTypeSubIndex( SECONDLARGEEXPDEBRIS, usSubIndex, &usIndex ); //only for tileset 0 +//GetTileIndexFromTypeSubIndex( 150, usSubIndex, &usIndex ); //only for tileset 0 //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"No Sandbags"); // //GetTileIndexFromTypeSubIndex( SECONDLARGEEXPDEBRIS, usSubIndex, &usIndex ); // ApplyMapChangesToMapTempFile( TRUE ); // AddStructToHead( sGridNo, usIndex); // //if( pSector->bUSUSED <= 0 || !AddStructToHead( sGridNo, usIndex ) ) // //{ -// //перебор для удаления всех видов мешков +// //loop to delete all sandbags // // for(cnt = 1; cnt <= 10; cnt++) // // { // // GetTileIndexFromTypeSubIndex( uiType, cnt, &usIndex ); @@ -1832,7 +1832,7 @@ void QueryRTWheels( UINT32 *puiNewEvent ) case TALKCURSOR_MODE: case MENU_MODE: break; - case CONFIRM_ACTION_MODE: //стрелять здесь. но до сюда не доходит ;) + case CONFIRM_ACTION_MODE: //shoot here. but is never gets here :) break; }//switch }//if ( gusSelectedSoldier != NOBODY ) @@ -2048,7 +2048,7 @@ void HandleMouseRTWheel( void ) if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) && ( ( gsCurInterfacePanel != SM_PANEL ) || ( ButtonList[ iSMPanelButtons[ NEXTMERC_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) ) { - if ( gViewportRegion.WheelState > 0 ) //колесо от себя + if ( gViewportRegion.WheelState > 0 ) //wheel up { //change stance ->DOWN if ( _KeyDown( ALT ) ) diff --git a/Tactical/Rotting Corpses.cpp b/Tactical/Rotting Corpses.cpp index 6d6730a1..5160dbaa 100644 --- a/Tactical/Rotting Corpses.cpp +++ b/Tactical/Rotting Corpses.cpp @@ -835,7 +835,7 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE Corpse.dYPos = pSoldier->dYPos; Corpse.bLevel = pSoldier->pathing.bLevel; Corpse.ubProfile = pSoldier->ubProfile; -///ddd{ для обнаружения трупов драниками. +///ddd{ for the enemy to be able to detect corpses if ( pSoldier->bTeam != gbPlayerNum ) Corpse.ubAIWarningValue = 1; //def.ubAIWarningValue = 1; //not used value! diff --git a/Tactical/Soldier Ani.cpp b/Tactical/Soldier Ani.cpp index 373bc77e..8d2352f9 100644 --- a/Tactical/Soldier Ani.cpp +++ b/Tactical/Soldier Ani.cpp @@ -958,10 +958,10 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier ) //CODE: BEGINHOPFENCE // MOVE TWO FACGIN GRIDNOS sNewGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)( DirectionInc( pSoldier->ubDirection ) ) ); - //dddokno{ + //ddd window{ if ( gubWorldMovementCosts[ sNewGridNo ][ (UINT8)pSoldier->pathing.usPathingData[ pSoldier->pathing.usPathIndex ] ][ pSoldier->pathing.bLevel ] == TRAVELCOST_FENCE ) sNewGridNo = NewGridNo( sNewGridNo, (UINT16)( DirectionInc( pSoldier->ubDirection ) ) ); - //dddokno} + //ddd window} //comm by ddd //sNewGridNo = NewGridNo( sNewGridNo, (UINT16)( DirectionInc( pSoldier->ubDirection ) ) ); diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index bee1c029..b2e0a9ac 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -3422,7 +3422,7 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart usNewState = SWAT_BACKWARDS; else usNewState = SWAT_BACKWARDS_NOTHING; - // движение назад вприсядку с ножом ;) + // move backward crouching, with a knife if( this->inv[ HANDPOS ].exists() == true && //(this->ubBodyType == BIGMALE || this->ubBodyType == REGFEMALE )&& (Item[ usItem ].usItemClass == IC_BLADE || Item[ usItem ].usItemClass == IC_THROWING_KNIFE) ) @@ -3436,7 +3436,7 @@ BOOLEAN SOLDIERTYPE::EVENT_InitNewSoldierAnim( UINT16 usNewState, UINT16 usStart } } } - //***08.12.2008*** добавлена анимация переката -стырено ;) ddd + //***08.12.2008*** added roll animation ;) ddd else if( usNewState == CRAWLING && this->ubDirection == gPurpendicularDirection[ this->ubDirection ][ this->pathing.usPathingData @@ -4638,12 +4638,12 @@ void SOLDIERTYPE::SetSoldierGridNo( INT32 sNewGridNo, BOOLEAN fForceRemove ) } */ - //dddokno{ ??????? + //ddd window{ ??????? //if ( IsOknoFencePresentAtGridno( sNewGridNo ) ) //{ // this->sZLevelOverride = TOPMOST_Z_LEVEL; //} - //dddokno} + //ddd window} // Add/ remove tree if we are near it // CheckForFullStructures( this ); @@ -5321,7 +5321,7 @@ UINT16 SOLDIERTYPE::GetMoveStateBasedOnStance( UINT8 ubStanceHeight ) else { //***ddd - // т.к. пока отрисован 1 бодитайп, остальные добавить + // only 1 bodytime is ready (drawn) currently, the rest need to be added UINT16 usItem = this->inv[ HANDPOS ].usItem; if( this->inv[ HANDPOS ].exists() == true && //(this->ubBodyType == BIGMALE || this->ubBodyType == REGFEMALE )&& diff --git a/Tactical/Turn Based Input.cpp b/Tactical/Turn Based Input.cpp index 1b366105..49efdcce 100644 --- a/Tactical/Turn Based Input.cpp +++ b/Tactical/Turn Based Input.cpp @@ -1242,7 +1242,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent ) if ( MercPtrs[ gusUIFullTargetID ]->bTeam != gbPlayerNum ) { fOnValidGuy = TRUE; - //ddd сброс флажка, отвечающего за режим прицеливания\регулировки очереди (прицельная очередь) + //ddd turn off flag that indicates aim/autofire mode adjustment (aimed burst/auto) brstmode = 0; } else diff --git a/Tactical/UI Cursors.cpp b/Tactical/UI Cursors.cpp index f2e5f714..40fd2eac 100644 --- a/Tactical/UI Cursors.cpp +++ b/Tactical/UI Cursors.cpp @@ -3163,7 +3163,7 @@ UINT32 ChanceToHitApproximation( SOLDIERTYPE * pSoldier, UINT32 uiChance ) } -/* //почти отлаженный хедроковский код. доделать прицелы для кулака и ножыга +/* //nearly debugged Headrock code, need to finish aiming for fist and knife void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, INT16 sDelta ) { UINT16 usInHand; @@ -3434,7 +3434,7 @@ void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT32 sMapPos, INT32 sDelta { case TARGETCURS: { - if(pSoldier->bDoAutofire && (gfKeyState[ ALT ] || brstmode) ) //накрутка кол-ва пулей в очереди // Flugente: how the fuck is this comment useful? + if(pSoldier->bDoAutofire && (gfKeyState[ ALT ] || brstmode) ) //add bullets to autofire { INT16 sCurAPCosts; diff --git a/Tactical/Weapons.cpp b/Tactical/Weapons.cpp index 2b8a4eee..44bee934 100644 --- a/Tactical/Weapons.cpp +++ b/Tactical/Weapons.cpp @@ -2514,7 +2514,7 @@ BOOLEAN UseGun( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo ) } fCalculateCTHDuringGunfire = FALSE; -//ddd{износ объектов с муззле флаш. silencer +//ddd{ muzzle flash objects wearing. silencer if ( (Item[ usUBItem ].usItemClass == IC_GUN) && gGameExternalOptions.bAllowWearSuppressor ) { if ( IsFlashSuppressor(pObjUsed, pSoldier ) ) @@ -5115,9 +5115,9 @@ void WindowHit( INT32 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, B AniParams.uiFlags = ANITILE_FORWARD; pNode = CreateAnimationTile( &AniParams ); - //dddokno{ + //ddd window{ CompileWorldMovementCosts(); -//dddokno} +//ddd window} PlayJA2Sample( GLASS_SHATTER1 + Random(2), RATE_11025, MIDVOLUME, 1, SoundDir( sGridNo ) ); } diff --git a/Tactical/opplist.cpp b/Tactical/opplist.cpp index 9f3e38da..9c5a6b43 100644 --- a/Tactical/opplist.cpp +++ b/Tactical/opplist.cpp @@ -6247,7 +6247,7 @@ UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubN // effective volume fades over distance beyond 1 tile away iEffVolume -= (iDistance - 1); - //ddd{ цивилы плохо слышат ;) + //ddd{ civilians have bad hearing ;) if(gGameExternalOptions.bLazyCivilians) if (pSoldier->bTeam == CIV_TEAM && pSoldier->ubBodyType != CROW ) if (pSoldier->ubCivilianGroup == 0 && pSoldier->ubProfile == NO_PROFILE) diff --git a/TacticalAI/Attacks.cpp b/TacticalAI/Attacks.cpp index 20e1fa37..c19375ac 100644 --- a/TacticalAI/Attacks.cpp +++ b/TacticalAI/Attacks.cpp @@ -145,7 +145,7 @@ void ResetWeaponMode( SOLDIERTYPE * pSoldier ) pSoldier->aiData.bShownAimTime = REFINE_AIM_1; //!pSoldier->aiData.ubBurstAP = 0; //SB reset long burst length - //^^^^такого свойства нет, добавлять в солжер контрол.х + //^^^^no such property, add to soldier control // gfDisplayFullCountRing = FALSE; // gfDisplayFullCountRingBurst = FALSE; // diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index 20e59ba6..b2d750d9 100644 --- a/TacticalAI/DecideAction.cpp +++ b/TacticalAI/DecideAction.cpp @@ -902,9 +902,9 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier) if ( pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 ) { - if ( PythSpacesAway( pSoldier->sGridNo, pCorpse->def.sGridNo ) <= 5 )//приделать сравнение переменно дальности видения (smaxvid ?) + if ( PythSpacesAway( pSoldier->sGridNo, pCorpse->def.sGridNo ) <= 5 )//add check(comparison) of sight range variable (smaxvid ?) { - //проверить, находится ли труп в поле зрения драника.мента? + //check if the corpse is in the enemny/militia field of view? //CHRISL: Shouldn't we be using the corpse's bLevel? Otherwise a soldier inside a building can see a corpse on the roof of that building //if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) ) if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) ) @@ -3165,7 +3165,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK) //////////////////////////////////////////////////////////////////////////// if ( ubCanMove && InLightAtNight( pSoldier->sGridNo, pSoldier->pathing.bLevel ) && pSoldier->aiData.bOrders != STATIONARY ) { - //ddd чтобы убегали, когда подсветят фальшвейером ночью + //ddd for the enemy to run away from lighht if(gGameExternalOptions.bNewTacticalAIBehavior) pSoldier->aiData.bAction = AI_ACTION_LEAVE_WATER_GAS; //ddd diff --git a/TileEngine/WorldDat.cpp b/TileEngine/WorldDat.cpp index c10522f6..538a023a 100644 --- a/TileEngine/WorldDat.cpp +++ b/TileEngine/WorldDat.cpp @@ -209,7 +209,7 @@ void ExportTilesets(vfs::Path const& filename) // Set into database strcpy( gTilesets[ cnt ].TileSurfaceFilenames[ cnt2 ], zName ); -//ddd{ добавляем в индекс 250 файл окоп. +//ddd{ add trench to index 250 // if((cnt==0)&&(cnt2+1 == uiNumFiles)) // { strcpy( gTilesets[ cnt ].TileSurfaceFilenames[ 151 ], "okop.sti" ); // xmlw.AddAttributeToNextValue("index",(int)151); //for exp in xml diff --git a/TileEngine/worlddef.cpp b/TileEngine/worlddef.cpp index 5cc9d0d8..2ae1ee61 100644 --- a/TileEngine/worlddef.cpp +++ b/TileEngine/worlddef.cpp @@ -97,7 +97,7 @@ // variable map size INT32 guiWorldCols = OLD_WORLD_COLS; INT32 guiWorldRows = OLD_WORLD_ROWS; -// размеры должны быть произведением 8 + // size must be multiple of 8 //SB: resize all service array due to tactical map size change extern UINT8 *gubGridNoMarkers; @@ -168,7 +168,7 @@ UINT8 (*gubWorldMovementCosts)[MAXDIR][2] = NULL;//dnl ch43 260909 // Flugente: this stuff is only ever used in AStar pathing and is a unnecessary waste of resources otherwise, so I'm putting an end to this #ifdef USE_ASTAR_PATHS -//ddd для убыстрения поиска освещенных участков в патхаи. +//ddd to speed up search of illuminated tiles in PATH AI BOOLEAN gubWorldTileInLight[ MAX_ALLOWED_WORLD_MAX ]; BOOLEAN gubIsCorpseThere[ MAX_ALLOWED_WORLD_MAX ]; INT32 gubMerkCanSeeThisTile[ MAX_ALLOWED_WORLD_MAX ]; @@ -859,8 +859,8 @@ BOOLEAN IsNotRestrictedWindow(STRUCTURE * pStructure) && (pStructure->fFlags & STRUCTURE_OPEN) && (pStructure->pDBStructureRef->pDBStructure->bPartnerDelta == NO_PARTNER_STRUCTURE) ) { - //ручная проверка на заколоченые окна ;( { - //build_13.sti - заколоченные окна ндекс: + //manual check for closed (unbreakable?) windows + //build_13.sti - closed ( shielded ) windows index: LEVELNODE *pNode = NULL;// STRUCTURE *pBase=NULL; UINT32 uiTileType=0; @@ -875,11 +875,11 @@ BOOLEAN IsNotRestrictedWindow(STRUCTURE * pStructure) Assert(pNode); GetSubIndexFromTileIndex( pNode->usIndex, (UINT16 *)&RestrSubIndex ); - //этот тип окон не содержится в 0 тайлсете, проверка нулевого тайлсета в этом случае не нужна + //this type of window is not present in tileset 0, checking tileset 0 is not necessary in this case if ( _stricmp( gTilesets[ giCurrentTilesetID ].TileSurfaceFilenames[ uiTileType ], "build_13.sti" ) == 0 - //&& ( pNode->usIndex == 814 || pNode->usIndex == 816 || pNode->usIndex == 817 || pNode->usIndex == 823) -запрещает только в конкретном тайлсете ;( в другом не сработает + //&& ( pNode->usIndex == 814 || pNode->usIndex == 816 || pNode->usIndex == 817 || pNode->usIndex == 823) - restricts only in particular tileset, doesn't work with others && (RestrSubIndex == 40 || RestrSubIndex == 41 || RestrSubIndex == 37 || RestrSubIndex == 38 - || RestrSubIndex == 43 || RestrSubIndex == 44 || RestrSubIndex == 46 || RestrSubIndex == 47) //номера фреймов в стишке + || RestrSubIndex == 43 || RestrSubIndex == 44 || RestrSubIndex == 46 || RestrSubIndex == 47) //frame numbers in STI ) return FALSE;