forked from Tr0n/client
convert comments in cpp files to utf8
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@ -61,7 +61,7 @@ void CPhysicsObject::IncreaseExternalForce(const D3DXVECTOR3 & c_rvBasePosition,
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m_v3Acceleration.y,
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m_v3Acceleration.z);
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*/
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// NOTE : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD>صд<D8B5>. <20>ٵ<EFBFBD> 100<30><30><EFBFBD><EFBFBD> ũ<>ٸ<EFBFBD>? ;
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// NOTE : 최종 위치를 구해둔다. 근데 100보다 크다면? ;
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const int LoopValue = 100;
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D3DXVECTOR3 v3Movement(0.0f, 0.0f, 0.0f);
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@ -80,7 +80,7 @@ void CPhysicsObject::IncreaseExternalForce(const D3DXVECTOR3 & c_rvBasePosition,
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//for (float fRatio = 0.0f; fRatio < 1.0f; fRatio += 0.1f)
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//{
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// // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> üũ<C3BC>Ѵ<EFBFBD>
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// // 좀더 정밀하게 체크한다
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// if (pWorld->isPhysicalCollision(c_rvBasePosition + v3Movement * fRatio))
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// {
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// v3Movement = D3DXVECTOR3 (0.0f, 0.0f, 0.0f);
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@ -142,11 +142,11 @@ float CPhysicsObject::GetYMovement()
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bool CPhysicsObject::isBlending()
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{
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// NOTE : IncreaseExternalForce() <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>и<EFBFBD><D0B8><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?
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// NOTE : IncreaseExternalForce() 에 의해 밀리는 처리중인가?
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if (0.0f != D3DXVec3Length(&m_v3Velocity))
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return true;
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// NOTE : SetLastPosition() <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>и<EFBFBD><D0B8><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?
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// NOTE : SetLastPosition() 에 의해 밀리는 처리중인가?
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if (m_xPushingPosition.isPlaying() ||
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m_yPushingPosition.isPlaying())
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return true;
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