Changed: #878 Fix typos in comments/code

This commit is contained in:
kervala 2010-05-12 16:17:44 +02:00
parent 1c96de0be8
commit 0ce1916acb
14 changed files with 18 additions and 44 deletions

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@ -33,7 +33,7 @@
#include "animation_misc.h" #include "animation_misc.h"
#include "debug_client.h" #include "debug_client.h"
#include "client_cfg.h" #include "client_cfg.h"
#include "entity_animation_manager.h" // \todo GUIGUI : ajouté pour recompiler les animations au chargement (faire mieux ?). #include "entity_animation_manager.h" // \todo GUIGUI : added to recompile animations at loading (to do better ?).
/////////// ///////////

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@ -113,7 +113,7 @@ public:
TurnLeft, TurnLeft,
TurnRight, TurnRight,
Emote, Emote,
// Old Cast // \todo GUIGUI : a enlever lorsqu'on sera passé au nouveau systeme. // Old Cast // \todo GUIGUI : to remove when the new system will be used
CastGoodBegin, CastGoodBegin,
CastGoodSuccess, CastGoodSuccess,
CastGoodFail, CastGoodFail,

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@ -820,8 +820,8 @@ void CChatGroupWindow::updateFreeTellerHeader(CGroupContainer &ft)
inviteBut->setActive(isDM); inviteBut->setActive(isDM);
if (isDM) if (isDM)
{ {
inviteBut->setFrozen(false); // TODO Boris : true si le joueur est déjà invité dans l'anim + faire inviteBut->setFrozen(false); // TODO Boris : true if player is already invited in anim + do
// PeopleInterraction.updateAllFreeTellerHeaders() quant la liste est updatée // PeopleInterraction.updateAllFreeTellerHeaders() when list is updated
} }
} }
} }

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@ -855,32 +855,6 @@ void CGroupInSceneBubbleManager::chatOpen (uint32 nUID, const ucstring &ucsText,
} }
} }
} }
#if !FINAL_VERSION
NLMISC_COMMAND(testChatOpen1, "", "")
{
CEntityCL *selection = EntitiesMngr.entity(UserEntity->selection());
if (selection != NULL)
{
const ucstring text("Ceci doit être la page1.Ceci doit être la page1.Ceci doit être la page1.Ceci doit être la page1.Ceci doit être la page1.{break}Ceci doit en principe être la seconde page... Elle comprends un certain nombre de caractères et est utilisée pour déterminée la moyenne maximale que l'on peut atteindre, entre les langues (par exemple l'allemand) la taille de tout ca peut changer du tout au tout. Il faut se donner une marge a ne pas depasser.{break}Et enfin cette page doit être la dernière!");
InSceneBubbleManager.chatOpen(selection->dataSetId(), text);
}
return true;
}
// TEMP TEMP TEMP
NLMISC_COMMAND(testChatOpen2, "", "")
{
CEntityCL *selection = EntitiesMngr.entity(UserEntity->selection());
if (selection != NULL)
{
const ucstring text("Ceci doit être une page toute seule pour voir ce que ca fait ...");
InSceneBubbleManager.chatOpen(selection->dataSetId(), text);
}
return true;
}
#endif
// *************************************************************************** // ***************************************************************************

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@ -66,7 +66,7 @@ private:
// to infinity during shadow volume display. // to infinity during shadow volume display.
// To a best robustness and to join depth range [depthMin, depthMax] used in display of main scene, an epsilon // To a best robustness and to join depth range [depthMin, depthMax] used in display of main scene, an epsilon
// factor is calculated to transpose Z buffer values from [depthMin, 1] to [depthMin, depthMax] // factor is calculated to transpose Z buffer values from [depthMin, 1] to [depthMin, depthMax]
// while à [depthMin, 1] depth range is used during shadow volume display. // while in [depthMin, 1] depth range is used during shadow volume display.
//----------------------------------------------------------------------------------------------------------- //-----------------------------------------------------------------------------------------------------------
class CLandscapePolyDrawer : public NLMISC::CSingleton<CLandscapePolyDrawer> class CLandscapePolyDrawer : public NLMISC::CSingleton<CLandscapePolyDrawer>
{ {

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@ -45,7 +45,7 @@
#include "misc.h" #include "misc.h"
#include "interface_v3/interface_manager.h" #include "interface_v3/interface_manager.h"
//#include "sound_manager.h" // \todo GUIGUI : SOUND_MANAGER A REMETTRE lorsque intégration nouveau FE fini et la class modifiée. //#include "sound_manager.h" // \todo GUIGUI : uncomment after new FE done and class modified
H_AUTO_DECL(RZ_LightCycleManager) H_AUTO_DECL(RZ_LightCycleManager)

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@ -86,9 +86,9 @@ double angleBetween2Vect(const NLMISC::CVectorD &from, const NLMISC::CVectorD &t
void makeUp(NL3D::UInstance face, sint idMakeUp); void makeUp(NL3D::UInstance face, sint idMakeUp);
/** /**
* qStart est le quaterion à t=0, * qStart is the quaterion at t=0,
* qEnd est le quaterion à t=TAnimEnd, * qEnd is the quaterion at t=TAnimEnd,
* time est entre 0 et 1. (1=> TAnimEnd) * time is between 0 and 1. (1=> TAnimEnd)
*/ */
NLMISC::CQuat applyRotationFactor(NLMISC::CQuat in, float rotFactor, NLMISC::CQuat qStart, NLMISC::CQuat qEnd, float time); NLMISC::CQuat applyRotationFactor(NLMISC::CQuat in, float rotFactor, NLMISC::CQuat qStart, NLMISC::CQuat qEnd, float time);

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@ -599,7 +599,7 @@ void CUserControls::cameraLook(bool fullMode)
//----------------------------------------------- //-----------------------------------------------
// commonMove : // commonMove :
// Manage some common actions. // Manage some common actions.
// \todo GUIGUI : gérer le control avant l'update des entités, mais la vue qu'après le déplacement. // \todo GUIGUI : manage control before entities update, but view only after move
//----------------------------------------------- //-----------------------------------------------
void CUserControls::commonMove() void CUserControls::commonMove()
{ {

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@ -931,7 +931,7 @@ void CPlayerCL::updateVisualPropertyVpb(const NLMISC::TGameCycle &/* gameCycle *
//----------------------------------------------- //-----------------------------------------------
// updateVisualPropertyVpc : // updateVisualPropertyVpc :
// Update the Visual Property C. // Update the Visual Property C.
// \todo GUIGUI : factoriser les tatouages avec la création de perso // \todo GUIGUI : factorize tatoos with character creation
//----------------------------------------------- //-----------------------------------------------
void CPlayerCL::updateVisualPropertyVpc(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) void CPlayerCL::updateVisualPropertyVpc(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)
{ {

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@ -692,7 +692,7 @@ void CPlayerR2CL::updateVisualPropertyVpb(const NLMISC::TGameCycle &/* gameCycle
//----------------------------------------------- //-----------------------------------------------
// updateVisualPropertyVpc : // updateVisualPropertyVpc :
// Update the Visual Property C. // Update the Visual Property C.
// \todo GUIGUI : factoriser les tatouages avec la création de perso // \todo GUIGUI : factorize tatoos with character creation
//----------------------------------------------- //-----------------------------------------------
void CPlayerR2CL::updateVisualPropertyVpc(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop) void CPlayerR2CL::updateVisualPropertyVpc(const NLMISC::TGameCycle &/* gameCycle */, const sint64 &prop)

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@ -307,9 +307,9 @@ void CToolChoosePos::updateBeforeRender()
} }
// see if all pos are accessible and update the _Valid flag // see if all pos are accessible and update the _Valid flag
// NB NICO : LE CODE SUIVANT MARCHE MAIS // NB NICO : THE FOLLOWING CODE IS WORKING BUT
// voir avec les autres si c'est vraiment pertinent de tester ce type de collisions // see with others if it's usefull to check this type of collisions
// au final -> comme le test entre entité n'est pas fait, intérêt douteux ... // finally -> since check is never done, limited/no interest ...
/* /*
if (shown && entity->getPrimitive()) if (shown && entity->getPrimitive())
{ {

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@ -44,7 +44,7 @@
#include "pacs_client.h" #include "pacs_client.h"
#include "world_database_manager.h" #include "world_database_manager.h"
#include "continent_manager.h" #include "continent_manager.h"
#include "sound_manager.h" // \todo GUIGUI : SOUND_MANAGER A REMETTRE lorsque intégration nouveau FE fini et la class modifiée. #include "sound_manager.h"
#include "weather.h" #include "weather.h"
#include "weather_manager_client.h" #include "weather_manager_client.h"
#include "prim_file.h" #include "prim_file.h"

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@ -72,7 +72,7 @@ public:
//\name From IStreamableEntity //\name From IStreamableEntity
//@{ //@{
/** Given a pos, test wether the village needs to be loaded now. /** Given a pos, test wether the village needs to be loaded now.
à * It it returns false, it means that the village is too far or that asynchronous loading suffice. * It it returns false, it means that the village is too far or that asynchronous loading suffice.
* It it returns true, the next call to update will return only when the loading is completed. * It it returns true, the next call to update will return only when the loading is completed.
*/ */
virtual bool needCompleteLoading(const NLMISC::CVector &pos) const; virtual bool needCompleteLoading(const NLMISC::CVector &pos) const;

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@ -33,7 +33,7 @@ namespace RYZOM_STARTING_POINT
rosilio, rosilio,
miani, miani,
// zoraï start village // zorai start village
zorai_start, zorai_start,
qai_lo = zorai_start, qai_lo = zorai_start,
sheng_wo, sheng_wo,