convert comments in cpp files to utf8

This commit is contained in:
2024-12-17 22:41:21 +01:00
parent 4525e3103d
commit 361a62853d
153 changed files with 955 additions and 955 deletions

View File

@ -69,7 +69,7 @@ void CActorInstance::ReservingMotionProcess()
SetEndStopMotion();
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> 1<>ʾ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// 이후의 모션 전부 1초씩 딜레이
TMotionDeque::iterator itor = m_MotionDeque.begin();
for (; itor != m_MotionDeque.end(); ++itor)
{
@ -99,11 +99,11 @@ void CActorInstance::ReservingMotionProcess()
if (IsDead())
{
//Tracenf("\xC0\xCF\xBE\xEE\xBC\xAD\xB7\xC1\xB0\xED \xC7\xDF\xC0\xB8\xB3\xAA \xBB\xE7\xB8\xC1");
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ͷ<EFBFBD> <20><><EFBFBD><EFBFBD>
// 예전 데이터로 복구
m_kCurMotNode=kPrevMotionNode;
__ClearMotion();
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// 이전 동작 마지막 상태 유지
SetEndStopMotion();
return;
}
@ -129,7 +129,7 @@ void CActorInstance::ReservingMotionProcess()
if (0 == dwRealMotionKey)
return;
// FIX: <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ȣ<><C8A3><EFBFBD><EFBFBD> __SetMotion <EFBFBD>Լ<EFBFBD> <20>ȿ<EFBFBD><C8BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ɼ<EFBFBD><C9BC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD> duration<6F><6E> '<27><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>' <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> duration<6F><6E><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD> <20><>.
// FIX: 위에서 호출한 __SetMotion 함수 안에서 랜덤으로 다른 모션을 재생할 가능성도 있으므로 duration은 '현재 재생중인' 모션의 duration값을 사용해야 함.
//float fDurationTime=rReservingMotionNode.fDuration;
float fDurationTime = GetMotionDuration(dwRealMotionKey) / fSpeedRatio;
float fStartTime = rReservingMotionNode.fStartTime;
@ -153,7 +153,7 @@ void CActorInstance::ReservingMotionProcess()
void CActorInstance::CurrentMotionProcess()
{
if (MOTION_TYPE_LOOP == m_kCurMotNode.iMotionType) // <EFBFBD>ӽô<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ǥ<EFBFBD><C7A5> Once<63><65> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ѿ<D1BE><EEB0A1> <20>ȵȴ<C8B5>. - [levites]
if (MOTION_TYPE_LOOP == m_kCurMotNode.iMotionType) // 임시다. 최종적인 목표는 Once도 절대로 넘어가선 안된다. - [levites]
if (m_kCurMotNode.dwcurFrame >= m_kCurMotNode.dwFrameCount)
m_kCurMotNode.dwcurFrame = 0;
@ -169,7 +169,7 @@ void CActorInstance::CurrentMotionProcess()
bool isLooping=false;
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٸ<EFBFBD> Playing Flag<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// 끝났다면 Playing Flag를 끈다
if (m_pkCurRaceMotionData && m_pkCurRaceMotionData->IsLoopMotion())
{
if (m_kCurMotNode.iLoopCount > 1 || m_kCurMotNode.iLoopCount == -1)
@ -332,7 +332,7 @@ void CActorInstance::SetLoopMotion(DWORD dwMotion, float fBlendTime, float fSpee
m_kCurMotNode.uSkill = 0;
}
// <EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> == SetMotion<EFBFBD><EFBFBD> <20><><EFBFBD>ϰ<EFBFBD> == <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִϸ<D6B4><CFB8>̼<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>͸<EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD> <20>ߴ<EFBFBD><DFB4><EFBFBD>?
// 리턴값 == SetMotion의 리턴값 == 실제로 애니메이션 데이터를 플레이 했느냐?
bool CActorInstance::InterceptMotion(EMotionPushType iMotionType, WORD wMotion, float fBlendTime, UINT uSkill, float fSpeedRatio)
{
if (!m_pkCurRaceData)
@ -379,8 +379,8 @@ bool CActorInstance::InterceptMotion(EMotionPushType iMotionType, WORD wMotion,
assert(NULL != m_pkCurRaceMotionData);
// FIX : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ȣ<><C8A3><EFBFBD><EFBFBD> __SetMotion <EFBFBD>Լ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ֱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> dwMotionKey<65><79><EFBFBD><EFBFBD> <20><>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD> <20>ʰ<EFBFBD>
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ش<EFBFBD> Ű<><C5B0> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> duration<6F><6E> <20><>ȿ<EFBFBD><C8BF><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. <20><EFBFBD><E7BFAC> <20><><EFBFBD><EFBFBD> play<61><79><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20><><EFBFBD>ؾ<EFBFBD> <20><>.. -_-;;
// FIX : 위에서 호출한 __SetMotion 함수 내에서 랜덤으로 다른 모션을 선택할 수도 있기 때문에 dwMotionKey값은 유효하지 않고
// 따라서 해당 키로 산출한 duration은 유효하지 않음. 당연히 현재 play중인 모션의 시간을 구해야 함.. -_-;;
// float fDuration=GetMotionDuration(dwMotionKey)/fSpeedRatio;
float fDuration = GetMotionDuration(dwRealMotionKey) / fSpeedRatio;
@ -588,8 +588,8 @@ float CActorInstance::GetMotionDuration(DWORD dwMotionKey)
MOTION_KEY CActorInstance::GetRandomMotionKey(MOTION_KEY dwMotionKey)
{
// NOTE : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ȣ<><C8A3> <20>Ǵ<EFBFBD> <20>κ<EFBFBD><CEBA><EFBFBD> <20>ƴ<EFBFBD><C6B4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȭ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> - [levites]
// FIXME : ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>õ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ϳ<EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD> <20>Ǿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʴ<EFBFBD>.
// NOTE : 자주 호출 되는 부분은 아니지만 어느 정도의 최적화 여지가 있음 - [levites]
// FIXME : 처음에 선택된 모션이 없는 것에 대한 처리가 되어 있지 않다.
WORD wMode = GET_MOTION_MODE(dwMotionKey);
WORD wIndex = GET_MOTION_INDEX(dwMotionKey);
@ -608,7 +608,7 @@ MOTION_KEY CActorInstance::GetRandomMotionKey(MOTION_KEY dwMotionKey)
dwMotionKey = MAKE_RANDOM_MOTION_KEY(wMode, wIndex, i);
// Temporary
// NOTE: <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>μ<EFBFBD> <20><><EFBFBD><20>غ<EFBFBD><D8BA><EFBFBD> <20>ǹ̾<C7B9><CCBE><EFBFBD>. <20><>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<>ΰ<EFBFBD><CEB0><EFBFBD> <20>Ʒ<EFBFBD><C6B7><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ڵ<EFBFBD><DAB5><EFBFBD> <20>ٸ<EFBFBD><D9B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ذ<EFBFBD><D8B0>ؾ<EFBFBD> <20>ϹǷ<CFB9> <20>ϴ<EFBFBD> <20>ּ<EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>. <20><><EFBFBD>߿<EFBFBD> <20><>ä<EFBFBD><C3A4> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>..
// NOTE: 현재로선 여기서 해봤자 의미없다. 전체적으로 확인결과 아래는 씹히는 코드고 다른곳에서 해결해야 하므로 일단 주석처리함. 나중에 통채로 지우자..
// m_kCurMotNode.fEndTime = m_kCurMotNode.fStartTime + GetMotionDuration(dwMotionKey);
// Temporary
@ -689,7 +689,7 @@ DWORD CActorInstance::__SetMotion(const SSetMotionData& c_rkSetMotData, DWORD dw
}
// NOTE : <EFBFBD><EFBFBD>ų <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ġ - [levites]
// NOTE : 스킬 사용중 사라지는 문제를 위한 안전 장치 - [levites]
if (__IsHiding())
{
__ShowEvent();
@ -719,7 +719,7 @@ DWORD CActorInstance::__SetMotion(const SSetMotionData& c_rkSetMotData, DWORD dw
m_pkHorse->__BindMotionData(dwChildMotKey);
if (c_rkSetMotData.iLoopCount)
m_pkHorse->m_kCurMotNode.iMotionType = MOTION_TYPE_ONCE; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD> <20>־<EFBFBD><D6BE><EFBFBD>
m_pkHorse->m_kCurMotNode.iMotionType = MOTION_TYPE_ONCE; // 무조건 이전 모션 타입으로 설정되고 있었음
else
m_pkHorse->m_kCurMotNode.iMotionType = MOTION_TYPE_LOOP;
@ -741,7 +741,7 @@ DWORD CActorInstance::__SetMotion(const SSetMotionData& c_rkSetMotData, DWORD dw
if (__CanAttack())
{
// <EFBFBD><EFBFBD><EFBFBD><20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD> <20>մϴ<D5B4> - [levites]
// 여기서 공격 모션일 경우의 처리를 합니다 - [levites]
__ShowWeaponTrace();
m_HitDataMap.clear();
@ -752,11 +752,11 @@ DWORD CActorInstance::__SetMotion(const SSetMotionData& c_rkSetMotData, DWORD dw
{
if (!__CanNextComboAttack())
{
// 2004.11.19.myevan.<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>Ž<EFBFBD> <20>̺κп<CEBA><D0BF><EFBFBD> <20>ٷ<EFBFBD> <20><><EFBFBD>µǾ<C2B5> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȳ<EFBFBD><C8B3>´<EFBFBD>
m_dwcurComboIndex = 0; // <EFBFBD>޺<EFBFBD> <20><><EFBFBD><EFBFBD> - [levites]
// 2004.11.19.myevan.동물 변신시 이부분에서 바로 리셋되어 다음동작 안나온다
m_dwcurComboIndex = 0; // 콤보 리셋 - [levites]
// NOTE : ClearCombo() <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؼ<EFBFBD><D8BC><EFBFBD> <20>ȵȴ<C8B5>.
// <EFBFBD>޺<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ų<EFBFBD><C5B3> <20>̾ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> m_pkCurRaceMotionData<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʱ<EFBFBD>ȭ <20>Ǿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
// NOTE : ClearCombo() 를 수행해서는 안된다.
// 콤보 다음에 스킬을 이어서 사용할 경우 m_pkCurRaceMotionData까지 초기화 되어 버린다.
//Tracef("MotionData\xBF\xA1 \xC4\xDE\xBA\xB8 \xB5\xA5\xC0\xCC\xC5\xB8\xB0\xA1 \xB5\xE9\xBE\xEE \xC0\xD6\xC1\xF6 \xBE\xCA\xBD\xC0\xB4\xCF\xB4\xD9.\n");
}
}