Hey, this is an English text. I want you to translate it into the Tunisian dialect. Please follow these steps:
1. Translate step by step and highlight differences between Tunisian dialect and Modern Standard Arabic.
2. Highlight sections you are confident translating into the Tunisian dialect.
Translate this text into the Tunisian dialect, focusing on capturing the essence of the language nuances:

/* * bsp.h: Header for bsp.cpp */ #ifndef _BSP_H #define _BSP_H #define FINENESS 1024 #define NUMDEGREES 4096 #define BLAK_FACTOR 16 // Multiply by this to convert roomeditor coordinates to client coordinates // Convert client coordinates to roomeditor coordinates #define FinenessClientToKod(x) ((x) / BLAK_FACTOR) /* Bit flags for linedef characteristics in editor */ /* Important: if you add +/- flags here, you must add the appropriate line to * bspmake.cpp/BSPFlipWall. */ #define BF_POS_BACKWARDS 0x00000001 // Draw + side bitmap right/left reversed #define BF_NEG_BACKWARDS 0x00000002 // Draw - side bitmap right/left reversed #define BF_POS_TRANSPARENT 0x00000004 // + side bitmap has some transparency #define BF_NEG_TRANSPARENT 0x00000008 // - side bitmap has some transparency #define BF_POS_PASSABLE 0x00000010 // + side bitmap can be walked through #define BF_NEG_PASSABLE 0x00000020 // - side bitmap can be walked through #define BF_MAP_NEVER 0x00000040 // Don't show wall on map #define BF_MAP_ALWAYS 0x00000080 // Always show wall on map #define BF_POS_NOLOOKTHROUGH 0x00000400 // + side bitmap can't be seen through even though it's transparent #define BF_NEG_NOLOOKTHROUGH 0x00000800 // - side bitmap can't be seen through even though it's transparent #define BF_POS_ABOVE_BUP 0x00001000 // + side above texture bottom up #define BF_NEG_ABOVE_BUP 0x00002000 // - side above texture bottom up #define BF_POS_BELOW_TDOWN 0x00004000 // + side below texture top down #define BF_NEG_BELOW_TDOWN 0x00008000 // - side below texture top down #define BF_POS_NORMAL_TDOWN 0x00010000 // + side normal texture top down #define BF_NEG_NORMAL_TDOWN 0x00020000 // - side normal texture top down #define BF_POS_NO_VTILE 0x00040000 // + side no vertical tile #define BF_NEG_NO_VTILE 0x00080000 // - side no vertical tile // scrolling texture flags come next #define WallScrollPosSpeed(flags) ((BYTE)(((flags) & 0x00300000) >> 20)) #define WallScrollPosDirection(flags) ((BYTE)(((flags) & 0x01C00000) >> 22)) #define WallScrollNegSpeed(flags) ((BYTE)(((flags) & 0x06000000) >> 25)) #define WallScrollNegDirection(flags) ((BYTE)(((flags) & 0x38000000) >> 27)) /* Bit flags for sidedef characteristics in roo file */ #define WF_BACKWARDS 0x00000001 // Draw bitmap right/left reversed #define WF_TRANSPARENT 0x00000002 // normal wall has some transparency #define WF_PASSABLE 0x00000004 // wall can be walked through #define WF_MAP_NEVER 0x00000008 // Don't show wall on map #define WF_MAP_ALWAYS 0x00000010 // Always show wall on map #define WF_NOLOOKTHROUGH 0x00000020 // bitmap can't be seen through even though it's transparent #define WF_ABOVE_BOTTOMUP 0x00000040 // Draw upper texture bottom-up #define WF_BELOW_TOPDOWN 0x00000080 // Draw lower texture top-down #define WF_NORMAL_TOPDOWN 0x00000100 // Draw normal texture top-down #define WF_NO_VTILE 0x00000200 // Don't tile texture vertically (must be transparent) // Texture scrolling constants #define SCROLL_NONE 0x00000000 // No texture scrolling #define SCROLL_SLOW 0x00000001 // Slow speed texture scrolling #define SCROLL_MEDIUM 0x00000002 // Medium speed texture scrolling #define SCROLL_FAST 0x00000003 // Fast speed texture scrolling #define SCROLL_N 0x00000000 // Texture scroll to N #define SCROLL_NE 0x00000001 // Texture scroll to NE #define SCROLL_E 0x00000002 // Texture scroll to E #define SCROLL_SE 0x00000003 // Texture scroll to SE #define SCROLL_S 0x00000004 // Texture scroll to S #define SCROLL_SW 0x00000005 // Texture scroll to SW #define SCROLL_W 0x00000006 // Texture scroll to W #define SCROLL_NW 0x00000007 // Texture scroll to NW #define WallScrollSpeed(flags) ((BYTE)(((flags) & 0x00000C00) >> 10))