From c6f516235d68e4be517c8b6f834045ea06fe5a00 Mon Sep 17 00:00:00 2001 From: kervala Date: Thu, 13 May 2010 22:57:07 +0200 Subject: [PATCH] Changed: #878 Fix typos in comments/code --- code/ryzom/client/src/character_cl.cpp | 43 +++++++++++++------------- 1 file changed, 21 insertions(+), 22 deletions(-) diff --git a/code/ryzom/client/src/character_cl.cpp b/code/ryzom/client/src/character_cl.cpp index d4d793f1c..a32db185f 100644 --- a/code/ryzom/client/src/character_cl.cpp +++ b/code/ryzom/client/src/character_cl.cpp @@ -591,7 +591,7 @@ uint32 CCharacterCL::addColoredInstance(const std::string &shapeName, const std: // \param slot: structure of the equipement. // \param visualSlot: visual slot used by this item. // \return uint32 : index of the instance or 0xFFFFFFFF. -// \todo GUIGUI : Trouver une facon d'éviter tous ces test de visualSlot. +// \todo GUIGUI : find a better choice to avoid all visualSlot checks //----------------------------------------------- uint32 CCharacterCL::buildEquipment(const CCharacterSheet::CEquipment &slot, SLOTTYPE::EVisualSlot visualSlot, sint color, uint32 instIdx) { @@ -1021,7 +1021,6 @@ bool CCharacterCL::isUnknownRace() const //----------------------------------------------- // getAttackHeight : // Return the atk height. -// \todo GUIGUI : faire la hauteur en relatif à l'attaquant au lieu d'en global (<1 >2). //----------------------------------------------- CCharacterCL::TAtkHeight CCharacterCL::getAttackHeight(CEntityCL *target, BODY::TBodyPart localisation, BODY::TSide side) const { @@ -2033,7 +2032,7 @@ double CCharacterCL::computeTimeStep(const double ¤tTime) //----------------------------------------------- // computeSpeed : -// \todo GUIGUI : faire une vitesse moyenne car pb si le temps devient très petit car frame petite ou car _LastFrameTime augmente en cours de frame à force de boucler. +// \todo GUIGUI : to do an average speed, there is a problem if time become very small because small frame or _LastFrameTime increase when looping //----------------------------------------------- double CCharacterCL::computeSpeed() { @@ -2097,7 +2096,7 @@ double CCharacterCL::computeSpeedFactor(double speedToDest) else nlwarning("The animation is a move but animation speed is %f !", animSpeed); } - // \todo GUIGUI : Vitesse infini, retourner peut-être une valeur spéciale. + // \todo GUIGUI : unlimited speed, perhaps return a special value. // We should be arrived so speed is maximum. else speedFactor = 1000.0; @@ -2317,7 +2316,7 @@ CCharacterCL::TOnMove CCharacterCL::onMove(const CAutomatonStateSheet &curAnimSt // Animation is breakable if the distance to destination is long enough (at least > 0). if(curAnimState.BreakableOnMove && dist2Dest()>0.0) { - // \todo GUIGUI : prendre la prochaine position différente de la notre (il se peut qu'on soit au même endroit que la première). + // \todo GUIGUI : take the next position to current one (it could be possible this position was the same as the first). CVectorD dirToFirstPos = _FirstPos-pos(); dirToFirstPos.z = 0.0; if(dirToFirstPos != CVectorD::Null) @@ -2465,8 +2464,8 @@ bool CCharacterCL::onBadHeading(const CAutomatonStateSheet &curAnimState) //----------------------------------------------- // setAnim : // Select a new animation for the entity. -// \todo GUIGUI : gérer mieux le fait qu'il n'y a pas de squelette. -// \todo GUIGUI : revoir comment controler la tête plus simplement. +// \todo GUIGUI : better manage when there is no skeleton +// \todo GUIGUI : simplify head control //----------------------------------------------- ADD_METHOD(void CCharacterCL::setAnim(TAnimStateKey newKey, TAnimStateKey subKey, uint animID)) if(ClientCfg.Light) @@ -2762,7 +2761,7 @@ KeyChosen: //// END LOOP ///// - // \todo GUIGUI : gérer mieux le changement d'automate. + // \todo GUIGUI : better manage automate change // Current animation is not of the same kind as the old one. bool sameAnim = lastAnimStateId == animState(MOVE) && _OldAutomaton == _CurrentAutomaton; if(!sameAnim) @@ -2841,7 +2840,7 @@ KeyChosen: if(animAngle != 0.0) _RotationFactor = fabs(angToDest/animAngle); else - _RotationFactor = -1.0; // \todo GUIGUI : voir quelle valeur il faut vraiment mettre si jamais on a un anim de rot sans rot et qui doit quand meme faire tourner le perso. + _RotationFactor = -1.0; // \todo GUIGUI : see which value we should use if we have a rot anim without rot and which should rotate character } // If the animation is an atk or forage extraction -> Start all dynamic FXs. @@ -2905,7 +2904,7 @@ KeyChosen: { animIndex(MOVE_BLEND_OUT, animationBlendState->chooseAnim(_AnimJobSpecialisation, people(), getGender())); _PlayList->setAnimation(MOVE_BLEND_OUT, animId(MOVE_BLEND_OUT)); - _PlayList->setWeight(MOVE_BLEND_OUT, 1.0f); // \todo GUIGUI : vérifier ce qu'il se passe si animId est "empty". + _PlayList->setWeight(MOVE_BLEND_OUT, 1.0f); // \todo GUIGUI : verify what is happening if animId is "empty". } else nlwarning("setAnim:%d: animationBlendState is Null.", _Slot); @@ -3374,8 +3373,8 @@ ADD_METHOD(void CCharacterCL::setAnimLOD(bool changed)) //----------------------------------------------- // updateAnimationState : -// \todo GUIGUI : précalculer la distance à la destination au moment de la réception des Stages. -// \todo GUIGUI : faire ça mimeux, on set souvent 'idle' pour recalculer l'orientation en fin d'animation au lieu de faire direct la bonne anime. +// \todo GUIGUI : precalculate distance to destination when receiving Stages. +// \todo GUIGUI : improve, we are setting often 'idle' to recompute orientation at the end of animation instead of doing directly the right one. //----------------------------------------------- ADD_METHOD(void CCharacterCL::updateAnimationState()) // If the current state is invalid -> return. @@ -5423,7 +5422,7 @@ ADD_METHOD(void CCharacterCL::playToEndAnim(const double &startTimeOffset, doubl //----------------------------------------------- // updateStages : // Call this method to give a time for each stage, compute distance to destination and some more informations. -// \todo GUIGUI : faire un peu de netoyage là dedans. +// \todo GUIGUI : clean up //----------------------------------------------- void CCharacterCL::updateStages() { @@ -5716,7 +5715,7 @@ ADD_METHOD(bool CCharacterCL::beginImpact(NL3D::UAnimation *anim, NL3D::TAnimati // Manage Events that could be created by the animation (like sound). // \param startTime : time to start processing events from the current animation. // \param stopTime : time to stop processing events from the current animation. -// \todo GUIGUI : Optimiser le déclenchement des FXs lorsqu'on aura le temps. +// \todo GUIGUI : Optimize FXs launch when we would have time //----------------------------------------------- void CCharacterCL::animEventsProcessing(double startTime, double stopTime) { @@ -6525,10 +6524,10 @@ ADD_METHOD(void CCharacterCL::updatePos(const TTime ¤tTimeInMs, CEntityCL // ANTI-FREEZE SYSTEM // //--------------------// //--------------------// - // \todo GUIGUI : updater dist2first et dist2dest mieux que ça si possible. + // \todo GUIGUI : improve dist2first and dist2dest // Update Stages updateStages(); - // \todo GUIGUI : Bug avec _TargetAngle en combat float, on écrase ici l'angle donné par le serveur ? + // \todo GUIGUI : Bug with _TargetAngle in fight float, we overwrite here angle sent by the server ? // If the entity is too far (orientation not received yet), set the front vector as the moving direction. CVectorD distToUser = pos()-UserEntity->pos(); distToUser.z = 0.0; @@ -6620,7 +6619,7 @@ ADD_METHOD(void CCharacterCL::updatePos(const TTime ¤tTimeInMs, CEntityCL // Update Animation Time Offset (move greater than the dist to next stage; update animation time to get them equal). animOffset(MOVE, oldMovingTimeOffset + (animOffset(MOVE) -oldMovingTimeOffset )*percent); animOffset(MOVE_BLEND_OUT, oldMovingTimeOffsetRun + (animOffset(MOVE_BLEND_OUT)-oldMovingTimeOffsetRun)*percent); - // \todo GUIGUI : vérifier la pertinace de la ligne suivante. + // \todo GUIGUI : check if the following line is necessary buLoopTimeStep = loopTimeStep; // First Position Reached pos(_FirstPos); @@ -6879,7 +6878,7 @@ void CCharacterCL::processStage(CStage &stage) // Restore collisions. if(_Primitive) { - // \todo GUIGUI : faire ça sans dynamic cast serait sans doute mieux. + // \todo GUIGUI : do that without dynamic cast if(dynamic_cast(this)) _Primitive->setOcclusionMask(MaskColPlayer); else @@ -7789,7 +7788,7 @@ void CCharacterCL::slotRemoved(const CLFECOMMON::TCLEntityId &slotRemoved) //--------------------------------------------------- uint CCharacterCL::nbStage() { - return _Stages._StageSet.size(); + return (uint)_Stages._StageSet.size(); }// nbStage // @@ -7806,7 +7805,7 @@ double CCharacterCL::attackRadius() const // getAttackerPos : // Return the position the attacker should have to combat according to the attack angle. // \param ang : 0 = the front, >0 and -Pi = right side. -// \todo : GUIGUI precalculer la matrice de cette entité. +// \todo : GUIGUI precalculate entity matrix //--------------------------------------------------- CVectorD CCharacterCL::getAttackerPos(double ang, double dist) const { @@ -8993,7 +8992,7 @@ void CCharacterCL::setLinkFX(const CAnimationFX *fx, const CAnimationFX *dispell //*********************************************************************************************************************** void CCharacterCL::startItemAttackFXs(bool activateTrails, uint intensity) { - uint numItems = _Items.size(); + uint numItems = (uint)_Items.size(); forceEvalAnim(); // force to eval bones at least once when fx are created for(uint k = 0; k < numItems; ++k) { @@ -9004,7 +9003,7 @@ void CCharacterCL::startItemAttackFXs(bool activateTrails, uint intensity) //*********************************************************************************************************************** void CCharacterCL::stopItemAttackFXs() { - uint numItems = _Items.size(); + uint numItems = (uint)_Items.size(); for(uint k = 0; k < numItems; ++k) { if (_Items[k].Sheet)