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

@ -135,7 +135,7 @@ void CInstanceBase::ProcessDamage()
else if (flag & DAMAGE_CRITICAL)
{
//rkEftMgr.CreateEffect(ms_adwCRCAffectEffect[EFFECT_DAMAGE_CRITICAL],v3Pos,v3Rot);
//return; <EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD> ǥ<><C7A5>.
//return; 숫자도 표시.
}
std::string strDamageType;
@ -162,7 +162,7 @@ void CInstanceBase::ProcessDamage()
{
strDamageType = "nontarget_";
rdwCRCEft = EFFECT_DAMAGE_NOT_TARGET;
return;//<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ȵ<EFBFBD>.
return;//현재 적용 안됨.
}
else
{
@ -258,7 +258,7 @@ CInstanceBase::SEffectContainer::Dict& CInstanceBase::__EffectContainer_GetDict(
return m_kEffectContainer.m_kDct_dwEftID;
}
// Return value <EFBFBD><EFBFBD> boolean <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ID <20><> <20>ٲߴϴ<DFB4>
// Return value boolean 에서 ID 로 바꿉니다
DWORD CInstanceBase::__EffectContainer_AttachEffect(DWORD dwEftKey)
{
SEffectContainer::Dict& rkDctEftID=__EffectContainer_GetDict();
@ -481,7 +481,7 @@ bool CInstanceBase::__FindPVPReadyKey(DWORD dwVIDSrc, DWORD dwVIDDst)
return true;
}
//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<><C8AE><EFBFBD>Ҷ<EFBFBD>.
//길드전시 상대 길드인지 확인할때.
bool CInstanceBase::__FindGVGKey(DWORD dwSrcGuildID, DWORD dwDstGuildID)
{
DWORD dwGVGKey=__GetPVPKey(dwSrcGuildID, dwDstGuildID);
@ -491,7 +491,7 @@ bool CInstanceBase::__FindGVGKey(DWORD dwSrcGuildID, DWORD dwDstGuildID)
return true;
}
//<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><E5BFA1><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD>.
//대련 모드에서는 대련 상대만 공격할 수 있다.
bool CInstanceBase::__FindDUELKey(DWORD dwVIDSrc, DWORD dwVIDDst)
{
DWORD dwDUELKey=__GetPVPKey(dwVIDSrc, dwVIDDst);
@ -510,7 +510,7 @@ bool CInstanceBase::IsPVPInstance(CInstanceBase& rkInstSel)
DWORD dwGuildIDSrc=GetGuildID();
DWORD dwGuildIDDst=rkInstSel.GetGuildID();
if (GetDuelMode()) //<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD><CFB6><EFBFBD> ~_~
if (GetDuelMode()) //대련 모드일때는 ~_~
return true;
return __FindPVPKey(dwVIDSrc, dwVIDDst) || __FindGVGKey(dwGuildIDSrc, dwGuildIDDst);
@ -688,7 +688,7 @@ void CInstanceBase::RefreshTextTailTitle()
RefreshTextTail();
}
// 2004.07.25.myevan.<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><> <20>ٴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ذ<EFBFBD>
// 2004.07.25.myevan.이펙트 안 붙는 문제 해결
/////////////////////////////////////////////////
void CInstanceBase::__ClearAffectFlagContainer()
{
@ -782,7 +782,7 @@ void CInstanceBase::__SetReviveInvisibilityAffect(bool isVisible)
{
if (isVisible)
{
// NOTE : Dress <EFBFBD><EFBFBD> <20>԰<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Alpha <20><> <20><><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
// NOTE : Dress 를 입고 있으면 Alpha 를 넣지 않는다.
if (IsWearingDress())
return;
@ -798,7 +798,7 @@ void CInstanceBase::__Assassin_SetEunhyeongAffect(bool isVisible)
{
if (isVisible)
{
// NOTE : Dress <EFBFBD><EFBFBD> <20>԰<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Alpha <20><> <20><><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
// NOTE : Dress 를 입고 있으면 Alpha 를 넣지 않는다.
if (IsWearingDress())
return;
@ -808,7 +808,7 @@ void CInstanceBase::__Assassin_SetEunhyeongAffect(bool isVisible)
}
else
{
// 2004.10.16.myevan.<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// 2004.10.16.myevan.은형법 완전 투명
m_GraphicThingInstance.BlendAlphaValue(0.0f, 1.0f);
m_GraphicThingInstance.HideAllAttachingEffect();
}
@ -861,7 +861,7 @@ void CInstanceBase::__SetAffect(UINT eAffect, bool isVisible)
return;
break;
/*
case AFFECT_GWIGEOM: // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ӽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٲ<EFBFBD> <20><><EFBFBD><EFBFBD>
case AFFECT_GWIGEOM: // 전기 속성 공격으로 바뀔 예정
if (isVisible)
{
m_GraphicThingInstance.SetBattleHitEffect(ms_adwCRCAffectEffect[EFFECT_ELECTRIC_HIT]);
@ -874,7 +874,7 @@ void CInstanceBase::__SetAffect(UINT eAffect, bool isVisible)
}
return;
break;
case AFFECT_HWAYEOM: // ȭ<EFBFBD><EFBFBD> <20>Ӽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٲ<EFBFBD> <20><><EFBFBD><EFBFBD>
case AFFECT_HWAYEOM: // 화염 속성 공격으로 바뀔 예정
if (isVisible)
{
m_GraphicThingInstance.SetBattleHitEffect(ms_adwCRCAffectEffect[EFFECT_FLAME_HIT]);
@ -885,7 +885,7 @@ void CInstanceBase::__SetAffect(UINT eAffect, bool isVisible)
m_GraphicThingInstance.SetBattleHitEffect(ms_adwCRCAffectEffect[EFFECT_HIT]);
m_GraphicThingInstance.SetBattleAttachEffect(0);
}
// ȭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ͻ<EFBFBD><CFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Visible <EFBFBD>մϴ<EFBFBD>.
// 화염참은 공격할 때만 일시적으로 Visible 합니다.
return;
break;
*/
@ -904,13 +904,13 @@ void CInstanceBase::__SetAffect(UINT eAffect, bool isVisible)
break;
case AFFECT_GYEONGGONG:
case AFFECT_KWAESOK:
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>۶<EFBFBD><DBB6><EFBFBD> Attaching <EFBFBD><EFBFBD>ŵ<EFBFBD>ϴ<EFBFBD>. - [levites]
// 경공술, 쾌속은 뛸때만 Attaching 시킵니다. - [levites]
if (isVisible)
if (!IsWalking())
return;
break;
case AFFECT_INVISIBILITY:
// 2004.07.17.levites.isShow<EFBFBD><EFBFBD> ViewFrustumCheck<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// 2004.07.17.levites.isShow ViewFrustumCheck로 변경
if (isVisible)
{
m_GraphicThingInstance.ClearAttachingEffect();
@ -1028,7 +1028,7 @@ void CInstanceBase::__DetachEffect(DWORD dwEID)
DWORD CInstanceBase::__AttachEffect(UINT eEftType)
{
// 2004.07.17.levites.isShow<EFBFBD><EFBFBD> ViewFrustumCheck<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// 2004.07.17.levites.isShow ViewFrustumCheck로 변경
if (IsAffect(AFFECT_INVISIBILITY))
return 0;
@ -1043,8 +1043,8 @@ DWORD CInstanceBase::__AttachEffect(UINT eEftType)
{
std::string & rstrBoneName = ms_astAffectEffectAttachBone[eEftType];
const char * c_szBoneName;
// <EFBFBD><EFBFBD><EFBFBD>տ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
// <EFBFBD>̷<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD> <20>س<EFBFBD><D8B3><EFBFBD> <20><><EFBFBD><EFBFBD> ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Equip <EFBFBD><EFBFBD> Bone Name <EFBFBD><EFBFBD> <20>ٸ<EFBFBD><D9B8><EFBFBD> <20><><EFBFBD><EFBFBD>.
// 양손에 붙일 때 사용한다.
// 이런 식의 예외 처리를 해놓은 것은 캐릭터 마다 Equip Bone Name 이 다르기 때문.
if (0 == rstrBoneName.compare("PART_WEAPON"))
{
if (m_GraphicThingInstance.GetAttachingBoneName(CRaceData::PART_WEAPON, &c_szBoneName))