forked from Tr0n/client
convert comments in cpp files to utf8
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@ -135,7 +135,7 @@ void CInstanceBase::ProcessDamage()
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else if (flag & DAMAGE_CRITICAL)
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{
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//rkEftMgr.CreateEffect(ms_adwCRCAffectEffect[EFFECT_DAMAGE_CRITICAL],v3Pos,v3Rot);
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//return; <EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD> ǥ<><C7A5>.
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//return; 숫자도 표시.
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}
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std::string strDamageType;
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@ -162,7 +162,7 @@ void CInstanceBase::ProcessDamage()
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{
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strDamageType = "nontarget_";
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rdwCRCEft = EFFECT_DAMAGE_NOT_TARGET;
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return;//<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ȵ<EFBFBD>.
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return;//현재 적용 안됨.
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}
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else
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{
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@ -258,7 +258,7 @@ CInstanceBase::SEffectContainer::Dict& CInstanceBase::__EffectContainer_GetDict(
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return m_kEffectContainer.m_kDct_dwEftID;
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}
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// Return value <EFBFBD><EFBFBD> boolean <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ID <20><> <20>ٲߴϴ<DFB4>
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// Return value 를 boolean 에서 ID 로 바꿉니다
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DWORD CInstanceBase::__EffectContainer_AttachEffect(DWORD dwEftKey)
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{
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SEffectContainer::Dict& rkDctEftID=__EffectContainer_GetDict();
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@ -481,7 +481,7 @@ bool CInstanceBase::__FindPVPReadyKey(DWORD dwVIDSrc, DWORD dwVIDDst)
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return true;
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}
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//<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<><C8AE><EFBFBD>Ҷ<EFBFBD>.
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//길드전시 상대 길드인지 확인할때.
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bool CInstanceBase::__FindGVGKey(DWORD dwSrcGuildID, DWORD dwDstGuildID)
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{
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DWORD dwGVGKey=__GetPVPKey(dwSrcGuildID, dwDstGuildID);
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@ -491,7 +491,7 @@ bool CInstanceBase::__FindGVGKey(DWORD dwSrcGuildID, DWORD dwDstGuildID)
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return true;
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}
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//<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>忡<EFBFBD><E5BFA1><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>븸 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD>.
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//대련 모드에서는 대련 상대만 공격할 수 있다.
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bool CInstanceBase::__FindDUELKey(DWORD dwVIDSrc, DWORD dwVIDDst)
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{
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DWORD dwDUELKey=__GetPVPKey(dwVIDSrc, dwVIDDst);
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@ -510,7 +510,7 @@ bool CInstanceBase::IsPVPInstance(CInstanceBase& rkInstSel)
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DWORD dwGuildIDSrc=GetGuildID();
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DWORD dwGuildIDDst=rkInstSel.GetGuildID();
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if (GetDuelMode()) //<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD><CFB6><EFBFBD> ~_~
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if (GetDuelMode()) //대련 모드일때는 ~_~
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return true;
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return __FindPVPKey(dwVIDSrc, dwVIDDst) || __FindGVGKey(dwGuildIDSrc, dwGuildIDDst);
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@ -688,7 +688,7 @@ void CInstanceBase::RefreshTextTailTitle()
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RefreshTextTail();
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}
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// 2004.07.25.myevan.<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><> <20>ٴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ذ<EFBFBD>
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// 2004.07.25.myevan.이펙트 안 붙는 문제 해결
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/////////////////////////////////////////////////
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void CInstanceBase::__ClearAffectFlagContainer()
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{
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@ -782,7 +782,7 @@ void CInstanceBase::__SetReviveInvisibilityAffect(bool isVisible)
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{
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if (isVisible)
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{
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// NOTE : Dress <EFBFBD><EFBFBD> <20><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Alpha <20><> <20><><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
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// NOTE : Dress 를 입고 있으면 Alpha 를 넣지 않는다.
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if (IsWearingDress())
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return;
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@ -798,7 +798,7 @@ void CInstanceBase::__Assassin_SetEunhyeongAffect(bool isVisible)
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{
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if (isVisible)
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{
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// NOTE : Dress <EFBFBD><EFBFBD> <20><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Alpha <20><> <20><><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
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// NOTE : Dress 를 입고 있으면 Alpha 를 넣지 않는다.
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if (IsWearingDress())
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return;
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@ -808,7 +808,7 @@ void CInstanceBase::__Assassin_SetEunhyeongAffect(bool isVisible)
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}
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else
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{
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// 2004.10.16.myevan.<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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// 2004.10.16.myevan.은형법 완전 투명
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m_GraphicThingInstance.BlendAlphaValue(0.0f, 1.0f);
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m_GraphicThingInstance.HideAllAttachingEffect();
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}
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@ -861,7 +861,7 @@ void CInstanceBase::__SetAffect(UINT eAffect, bool isVisible)
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return;
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break;
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/*
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case AFFECT_GWIGEOM: // <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ӽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٲ<EFBFBD> <20><><EFBFBD><EFBFBD>
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case AFFECT_GWIGEOM: // 전기 속성 공격으로 바뀔 예정
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if (isVisible)
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{
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m_GraphicThingInstance.SetBattleHitEffect(ms_adwCRCAffectEffect[EFFECT_ELECTRIC_HIT]);
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@ -874,7 +874,7 @@ void CInstanceBase::__SetAffect(UINT eAffect, bool isVisible)
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}
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return;
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break;
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case AFFECT_HWAYEOM: // ȭ<EFBFBD><EFBFBD> <20>Ӽ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٲ<EFBFBD> <20><><EFBFBD><EFBFBD>
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case AFFECT_HWAYEOM: // 화염 속성 공격으로 바뀔 예정
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if (isVisible)
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{
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m_GraphicThingInstance.SetBattleHitEffect(ms_adwCRCAffectEffect[EFFECT_FLAME_HIT]);
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@ -885,7 +885,7 @@ void CInstanceBase::__SetAffect(UINT eAffect, bool isVisible)
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m_GraphicThingInstance.SetBattleHitEffect(ms_adwCRCAffectEffect[EFFECT_HIT]);
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m_GraphicThingInstance.SetBattleAttachEffect(0);
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}
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// 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>.
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// 화염참은 공격할 때만 일시적으로 Visible 합니다.
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return;
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break;
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*/
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@ -904,13 +904,13 @@ void CInstanceBase::__SetAffect(UINT eAffect, bool isVisible)
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break;
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case AFFECT_GYEONGGONG:
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case AFFECT_KWAESOK:
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>۶<EFBFBD><DBB6><EFBFBD> Attaching <EFBFBD><EFBFBD>ŵ<EFBFBD>ϴ<EFBFBD>. - [levites]
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// 경공술, 쾌속은 뛸때만 Attaching 시킵니다. - [levites]
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if (isVisible)
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if (!IsWalking())
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return;
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break;
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case AFFECT_INVISIBILITY:
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// 2004.07.17.levites.isShow<EFBFBD><EFBFBD> ViewFrustumCheck<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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// 2004.07.17.levites.isShow를 ViewFrustumCheck로 변경
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if (isVisible)
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{
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m_GraphicThingInstance.ClearAttachingEffect();
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@ -1028,7 +1028,7 @@ void CInstanceBase::__DetachEffect(DWORD dwEID)
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DWORD CInstanceBase::__AttachEffect(UINT eEftType)
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{
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// 2004.07.17.levites.isShow<EFBFBD><EFBFBD> ViewFrustumCheck<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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// 2004.07.17.levites.isShow를 ViewFrustumCheck로 변경
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if (IsAffect(AFFECT_INVISIBILITY))
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return 0;
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@ -1043,8 +1043,8 @@ DWORD CInstanceBase::__AttachEffect(UINT eEftType)
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{
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std::string & rstrBoneName = ms_astAffectEffectAttachBone[eEftType];
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const char * c_szBoneName;
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// <EFBFBD><EFBFBD><EFBFBD>տ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
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// <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>.
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// 양손에 붙일 때 사용한다.
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// 이런 식의 예외 처리를 해놓은 것은 캐릭터 마다 Equip 의 Bone Name 이 다르기 때문.
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if (0 == rstrBoneName.compare("PART_WEAPON"))
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{
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if (m_GraphicThingInstance.GetAttachingBoneName(CRaceData::PART_WEAPON, &c_szBoneName))
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