Changed: #878 Fix typos in comments/code

hg/feature/sound
kervala 15 years ago
parent 8ef863c832
commit 6eff3d4d61

@ -113,7 +113,7 @@ public:
*/
static void loadFromFilename (const std::string &filename, bool reload);
/// Returns the name of the language in the language name (English, Français, ...)
/// Returns the name of the language in the language name (English, Francais, ...)
static ucstring getCurrentLanguageName ();
/// Returns the code of the language ("fr", "en", ...)

@ -395,7 +395,7 @@ CPSTailDot::CVBnPB &CPSTailDot::getVBnPB()
{
NL_PS_FUNC(CPSTailDot_getVBnPB)
/// choose the right vb
TVBMap &map = _ColorScheme ? (_ColorFading ? _FadedColoredVBMap : _ColoredVBMap) // per ribbon coloçr
TVBMap &map = _ColorScheme ? (_ColorFading ? _FadedColoredVBMap : _ColoredVBMap) // per ribbon color
: (_ColorFading ? _FadedVBMap : _VBMap); // global color
TVBMap::iterator it = map.find(_UsedNbSegs + 1);
if (it != map.end())

@ -342,7 +342,7 @@ void TroncFileName (char* sDest, const char* sSrc)
}
}
// ***************************************************************************
// Je parie que ce patch reste jusqu'à la fin du jeu. (Hulud)
// TODO: this is a temporary hack, see if it could be removed
void CTileBank::makeAllPathRelative ()
{
// For all tiles

@ -455,10 +455,10 @@ void CBufFIFO::resize (uint32 s)
uint32 UsedSize = CBufFIFO::size();
// creer un nouveau tableau et copie l ancien dans le nouveau.
// create a new array and copy the old in the new one
if (s < _BufferSize && UsedSize > s)
{
// probleme, on a pas assez de place pour caser les datas => on fait pas
// problem, we don't have enough room for putting data => don't do it
nlwarning("BF: Can't resize the FIFO because there's not enough room in the new wanted buffer (%d bytes needed at least)", UsedSize);
return;
}

@ -797,7 +797,7 @@ protected:
* \param visualSlot: visual slot used by this item.
* \param instIdx : if not CEntityCL::BadIndex, replace the equipement instance at this index.
* \return uint32 : index of the instance or CEntityCL::BadIndex if there were a problem.
* \todo GUIGUI : Trouver une facon d'éviter tous ces test de slotType.
* \todo GUIGUI : find a better choice to avoid all these slotType tests
*/
uint32 buildEquipment(const CCharacterSheet::CEquipment &slot, SLOTTYPE::EVisualSlot visualSlot, sint color = -1, uint32 instIdx = CEntityCL::BadIndex);

@ -1104,7 +1104,7 @@ USkeleton *CEntityCL::skeleton(const string &filename)
// Register the skeleton to the playlist.
_PlayList->registerTransform(_Skeleton);
// \todo GUIGUI : est-ce vraiment la bonne place pour ça ???
// \todo GUIGUI : is this location right for this ?
// Animation should not move alone.
uint posTmp = EAM->getAnimationSet()->getChannelIdByName("pos");
if(posTmp != UAnimationSet::NotFound)
@ -1251,7 +1251,7 @@ void CEntityCL::show(bool s)
//-----------------------------------------------
// hideSkin :
// hide the entity Skin (all entity instances).
// todo GUIGUI : pour la video ça ne posera pas de pb mais après il faudrait faire mieux avec le current qui pourrait ne pas etre encore pres pendant que le Loading fini de charger.
// todo GUIGUI : for video, it shouldn't be a problem, but we should improve with the current which could not be ready yet while loading not done
//-----------------------------------------------
void CEntityCL::hideSkin()
{

@ -568,7 +568,7 @@ class CHandlerContextAvailableMissions : public IActionHandler
public:
void execute (CCtrlBase *pCaller, const std::string &sParams)
{
startBotChatAtPage(BOTCHATTYPE::AvailableMissions); // page donnant accès au mission. Si une seule option possible, aller directement a la page ?
startBotChatAtPage(BOTCHATTYPE::AvailableMissions); // missions list page. If only one option, go to this page ?
}
};
REGISTER_ACTION_HANDLER(CHandlerContextAvailableMissions, "context_available_missions");
@ -581,7 +581,7 @@ class CHandlerContextContinueMissions : public IActionHandler
public:
void execute (CCtrlBase *pCaller, const std::string &sParams)
{
startBotChatAtPage(BOTCHATTYPE::MissionProgress); // page donnant accès au mission. Si une seule option possible, aller directement a la page ?
startBotChatAtPage(BOTCHATTYPE::MissionProgress); // missions list page. If only one option, go to this page ?
}
};
REGISTER_ACTION_HANDLER(CHandlerContextContinueMissions, "context_continue_missions");
@ -594,7 +594,7 @@ class CHandlerContextFinishMissions : public IActionHandler
public:
void execute (CCtrlBase *pCaller, const std::string &sParams)
{
startBotChatAtPage(BOTCHATTYPE::CompletedMissions); // page donnant accès au mission. Si une seule option possible, aller directement a la page ?
startBotChatAtPage(BOTCHATTYPE::CompletedMissions); // missions list page. If only one option, go to this page ?
}
};
REGISTER_ACTION_HANDLER(CHandlerContextFinishMissions, "context_finish_missions");

@ -1202,7 +1202,7 @@ static void setupSkillToTradeHelp(CSheetHelpSetup &setup)
// if (level != 0) // has the player this job ?
// {
// // check if level in this job is enough to get the skills
// // TODO finir ça
// // TODO finish it
// /*
// JOBS::TJob job = JOBS::getJobFromDBIndex(career, job);
// if (job != JOBS::Unknown)

@ -157,9 +157,9 @@ void makeUp(NL3D::UInstance face, sint idMakeUp)
}// makeUp //
//-----------------------------------------------
// qStart est le quaterion à t=0,
// qEnd est le quaterion à t=TAnimEnd,
// time est entre 0 et 1. (1=> TAnimEnd)
// qStart is the quaterion at t=0,
// qEnd is the quaterion at t=TAnimEnd,
// time is between 0 and 1. (1=> TAnimEnd)
//-----------------------------------------------
CQuat applyRotationFactor(CQuat in, float rotFactor, CQuat qStart, CQuat qEnd, float time)
{

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