Merged from revision: 7258

- Translated russian source code comments (by Sevenfm)

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7259 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-06-03 18:13:23 +00:00
parent b118cf07b7
commit fa29d9be26
20 changed files with 64 additions and 64 deletions
+6 -6
View File
@@ -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 ^^^^^^åñëè íå ñòàâèòü çäåñü óñëîâèå, òî ïðè ïîäõîäå ê êëåòêå ñ îêíîì ,êîãäà ðàññò äî êëåòêè ñ îêíîì 1
//ïîëó÷èì ìèëîå ñîîáùåíèå, ÷òî ïóòü çàáëîêèðîâàí
//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 án 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%