forked from Tr0n/client
convert comments in cpp files to utf8
This commit is contained in:
@ -323,7 +323,7 @@ void CPythonApplication::UpdateGame()
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DWORD t2=ELTimer_GetMSec();
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//!@# Alt+Tab <EFBFBD><EFBFBD> SetTransfor <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ƨ<><C6A8> <20><><EFBFBD><EFBFBD> <20>ذ<EFBFBD><D8B0><EFBFBD> <20><><EFBFBD><EFBFBD> - [levites]
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//!@# Alt+Tab 중 SetTransfor 에서 튕김 현상 해결을 위해 - [levites]
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//if (m_isActivateWnd)
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{
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CScreen s;
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@ -357,8 +357,8 @@ void CPythonApplication::UpdateGame()
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m_pyPlayer.Update();
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DWORD t11=ELTimer_GetMSec();
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// NOTE : Update <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ <20><><EFBFBD><EFBFBD> <20>ٲ<EFBFBD><D9B2>Ƿ<EFBFBD> <20>ٽ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ɴϴ<C9B4> - [levites]
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// <EFBFBD><EFBFBD> <20>κ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ɸ<EFBFBD><C9B8><EFBFBD><EFBFBD><EFBFBD> Sound<6E><64> <20><><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD> <20>Ǵ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>־<EFBFBD><D6BE><EFBFBD>.
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// NOTE : Update 동안 위치 값이 바뀌므로 다시 얻어 옵니다 - [levites]
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// 이 부분 때문에 메인 케릭터의 Sound가 이전 위치에서 플레이 되는 현상이 있었음.
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m_pyPlayer.NEW_GetMainActorPosition(&kPPosMainActor);
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SetCenterPosition(kPPosMainActor.x, kPPosMainActor.y, kPPosMainActor.z);
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DWORD t12=ELTimer_GetMSec();
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@ -432,7 +432,7 @@ bool CPythonApplication::Process()
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m_fGlobalElapsedTime = rkTimer.GetElapsedSecond();
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UINT uiFrameTime = rkTimer.GetElapsedMilliecond();
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s_uiNextFrameTime += uiFrameTime; //17 - 1<EFBFBD>ʴ<EFBFBD> 60fps<EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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s_uiNextFrameTime += uiFrameTime; //17 - 1초당 60fps기준.
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DWORD updatestart = ELTimer_GetMSec();
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#ifdef __PERFORMANCE_CHECK__
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@ -468,7 +468,7 @@ bool CPythonApplication::Process()
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#ifdef __PERFORMANCE_CHECK__
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DWORD dwUpdateTime5=ELTimer_GetMSec();
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#endif
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//!@# Alt+Tab <EFBFBD><EFBFBD> SetTransfor <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ƨ<><C6A8> <20><><EFBFBD><EFBFBD> <20>ذ<EFBFBD><D8B0><EFBFBD> <20><><EFBFBD><EFBFBD> - [levites]
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//!@# Alt+Tab 중 SetTransfor 에서 튕김 현상 해결을 위해 - [levites]
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//if (m_isActivateWnd)
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__UpdateCamera();
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#ifdef __PERFORMANCE_CHECK__
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@ -511,7 +511,7 @@ bool CPythonApplication::Process()
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}
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#endif
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//Update<EFBFBD>ϴµ<EFBFBD> <20>ɸ<EFBFBD><C9B8>ð<EFBFBD>.delta<EFBFBD><EFBFBD>
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//Update하는데 걸린시간.delta값
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m_dwCurUpdateTime = ELTimer_GetMSec() - updatestart;
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DWORD dwCurrentTime = ELTimer_GetMSec();
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@ -541,11 +541,11 @@ bool CPythonApplication::Process()
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//{
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// int dt = dwCurrentTime - s_uiNextFrameTime;
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// //<EFBFBD>ʹ<EFBFBD> <20>ʾ<EFBFBD><CABE><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>´<EFBFBD>.
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// //<EFBFBD><EFBFBD><EFBFBD><EFBFBD> m_dwCurUpdateTime<EFBFBD><EFBFBD> delta<EFBFBD>ε<EFBFBD> delta<EFBFBD><EFBFBD> absolute time<EFBFBD>̶<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD> <20><>¼<EFBFBD>ڴ°<DAB4>?
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// //너무 늦었을 경우 따라잡는다.
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// //그리고 m_dwCurUpdateTime는 delta인데 delta랑 absolute time이랑 비교하면 어쩌자는겨?
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// //if (dt >= 500 || m_dwCurUpdateTime > s_uiNextFrameTime)
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// //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ϸ<EFBFBD> 0.5<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̳<EFBFBD> <20><><EFBFBD>·<EFBFBD> update<74><65> <20><><EFBFBD>ӵǸ<D3B5> <20><><EFBFBD><EFBFBD> rendering frame skip<EFBFBD><EFBFBD>
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// //기존코드대로 하면 0.5초 이하 차이난 상태로 update가 지속되면 계속 rendering frame skip발생
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// if (dt >= 500 || m_dwCurUpdateTime > s_uiNextFrameTime)
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// {
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// s_uiNextFrameTime += dt / uiFrameTime * uiFrameTime;
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@ -577,13 +577,13 @@ bool CPythonApplication::Process()
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if (s_bFrameSkip)
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{
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD> <20><>ŵ<EFBFBD>̶<EFBFBD><CCB6><EFBFBD>..
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// 이전 프레임도 스킵이라면..
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if (s_isPrevFrameSkip)
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{
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if (s_dwFrameSkipEndTime==0)
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{
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s_dwFrameSkipCount=0; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ<C3BC><C5A9> <20>ε<EFBFBD> <20><><EFBFBD><EFBFBD>
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s_dwFrameSkipEndTime=dwFrameSkipCurTime+ERROR_FRAME_SKIP_TIME; // <EFBFBD>ð<EFBFBD> üũ<C3BC><C5A9> <20>ε<EFBFBD><CEB5><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ŵ üũ
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s_dwFrameSkipCount=0; // 프레임 체크는 로딩 대비
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s_dwFrameSkipEndTime=dwFrameSkipCurTime+ERROR_FRAME_SKIP_TIME; // 시간 체크는 로딩후 프레임 스킵 체크
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//printf("FrameSkipCheck Start\n");
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}
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@ -599,7 +599,7 @@ bool CPythonApplication::Process()
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// s_dwFrameSkipEndTime);
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//#ifndef _DEBUG
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ŵ<EFBFBD><C5B5> <20>Ѵٸ<D1B4>...
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// 일정 시간동안 계속 프레임 스킵만 한다면...
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if (s_dwFrameSkipCount>ERROR_FRAME_SKIP_COUNT && s_dwFrameSkipEndTime<dwFrameSkipCurTime)
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{
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s_isPrevFrameSkip=false;
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@ -684,7 +684,7 @@ bool CPythonApplication::Process()
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SkipRenderBuffering(3000);
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}
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>۸<EFBFBD><DBB8><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʴ´<CAB4>
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// 리스토어 처리때를 고려해 일정 시간동안은 버퍼링을 하지 않는다
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if (!canRender)
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{
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SkipRenderBuffering(3000);
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@ -742,7 +742,7 @@ bool CPythonApplication::Process()
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if (dwCurFaceCount > 5000)
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{
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3>
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// 프레임 완충 처리
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if (dwRenderEndTime > m_dwBufSleepSkipTime)
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{
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static float s_fBufRenderTime = 0.0f;
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@ -760,7 +760,7 @@ bool CPythonApplication::Process()
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s_fBufRenderTime = (s_fBufRenderTime * (100.0f - fRatio) + fCurRenderTime * fRatio) / 100.0f;
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}
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// <EFBFBD>Ѱ<EFBFBD>ġ<EFBFBD><EFBFBD> <20><><EFBFBD>Ѵ<EFBFBD>
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// 한계치를 정한다
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if (s_fBufRenderTime > 100.0f)
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s_fBufRenderTime = 100.0f;
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@ -780,8 +780,8 @@ bool CPythonApplication::Process()
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dwBufRenderTime=8;
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}
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ӵ<EFBFBD><D3B5><EFBFBD> <20><><EFBFBD>߾<EFBFBD><DFBE>ִ<EFBFBD><D6B4>ʿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ϴ<EFBFBD>
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// <EFBFBD>Ʒ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ѹ<EFBFBD> <20>ϸ<EFBFBD> <20><><EFBFBD><EFBFBD>.
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// 일정 프레임 속도에 맞추어주는쪽에 눈에 편하다
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// 아래에서 한번 하면 됬다.
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//if (m_dwCurRenderTime<dwBufRenderTime)
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// Sleep(dwBufRenderTime-m_dwCurRenderTime);
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@ -793,7 +793,7 @@ bool CPythonApplication::Process()
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m_fFaceSpd=(m_dwFaceAccCount/m_dwFaceAccTime);
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// <EFBFBD>Ÿ<EFBFBD> <20>ڵ<EFBFBD> <20><><EFBFBD><EFBFBD>
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// 거리 자동 조절
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if (-1 == m_iForceSightRange)
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{
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static float s_fAveRenderTime = 16.0f;
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@ -808,7 +808,7 @@ bool CPythonApplication::Process()
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float fDistance=max(fNear+(fFar-fNear)*(dbAvePow)/dbMaxPow, fNear);
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m_pyBackground.SetViewDistanceSet(0, fDistance);
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}
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// <EFBFBD>Ÿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// 거리 강제 설정시
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else
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{
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m_pyBackground.SetViewDistanceSet(0, float(m_iForceSightRange));
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@ -816,7 +816,7 @@ bool CPythonApplication::Process()
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}
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else
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{
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// 10000 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ָ<EFBFBD> <20><><EFBFBD>̰<EFBFBD> <20>Ѵ<EFBFBD>
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// 10000 폴리곤 보다 적을때는 가장 멀리 보이게 한다
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m_pyBackground.SetViewDistanceSet(0, 25600.0f);
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}
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@ -829,7 +829,7 @@ bool CPythonApplication::Process()
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if (rest > 0 && !bCurrentLateUpdate )
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{
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s_uiLoad -= rest; // <EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20>ε忡<CEB5><E5BFA1> <20><><EFBFBD><EFBFBD>..
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s_uiLoad -= rest; // 쉰 시간은 로드에서 뺀다..
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Sleep(rest);
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}
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@ -858,12 +858,12 @@ int CPythonApplication::CheckDeviceState()
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switch (e_deviceState)
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{
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>α<CEB1><D7B7><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ǿ<EFBFBD><C7BE><EFBFBD> <20>Ѵ<EFBFBD>.
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// 디바이스가 없으면 프로그램이 종료 되어야 한다.
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case CGraphicDevice::DEVICESTATE_NULL:
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return DEVICE_STATE_FALSE;
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// DEVICESTATE_BROKEN<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><> <20>ֵ<EFBFBD><D6B5><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ѵ<EFBFBD>.
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// <EFBFBD>׳<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> DrawPrimitive <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ϸ<EFBFBD> <20><><EFBFBD>α<CEB1><D7B7><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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// DEVICESTATE_BROKEN일 때는 다음 루프에서 복구 될 수 있도록 리턴 한다.
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// 그냥 진행할 경우 DrawPrimitive 같은 것을 하면 프로그램이 터진다.
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case CGraphicDevice::DEVICESTATE_BROKEN:
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return DEVICE_STATE_SKIP;
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@ -1097,9 +1097,9 @@ bool CPythonApplication::Create(PyObject * poSelf, const char * c_szName, int wi
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CPythonIME::Instance().UseDefaultIME();
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}
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// Ǯ<EFBFBD><EFBFBD>ũ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̰<EFBFBD>
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ IME <20><> <20><><EFBFBD><EFBFBD><EFBFBD>ϰų<CFB0> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD>
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ǯ<><C7AE>ũ<EFBFBD><C5A9> <20><><EFBFBD>带 <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>
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// 풀스크린 모드이고
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// 디폴트 IME 를 사용하거나 유럽 버전이면
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// 윈도우 풀스크린 모드를 사용한다
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if (!m_pySystem.IsWindowed() && (m_pySystem.IsUseDefaultIME() || LocaleService_IsEUROPE()))
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{
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m_isWindowed = false;
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@ -1153,7 +1153,7 @@ bool CPythonApplication::Create(PyObject * poSelf, const char * c_szName, int wi
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// Sound
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if (!m_SoundManager.Create())
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{
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// NOTE : <EFBFBD>߱<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>û<EFBFBD><C3BB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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// NOTE : 중국측의 요청으로 생략
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// LogBox(ApplicationStringTable_GetStringz(IDS_WARN_NO_SOUND_DEVICE));
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}
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}
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@ -1229,14 +1229,14 @@ bool CPythonApplication::Create(PyObject * poSelf, const char * c_szName, int wi
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CGraphicImageInstance::CreateSystem(32);
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// 백업
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STICKYKEYS sStickKeys;
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memset(&sStickKeys, 0, sizeof(sStickKeys));
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sStickKeys.cbSize = sizeof(sStickKeys);
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SystemParametersInfo( SPI_GETSTICKYKEYS, sizeof(sStickKeys), &sStickKeys, 0 );
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m_dwStickyKeysFlag = sStickKeys.dwFlags;
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// 설정
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sStickKeys.dwFlags &= ~(SKF_AVAILABLE|SKF_HOTKEYACTIVE);
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SystemParametersInfo( SPI_SETSTICKYKEYS, sizeof(sStickKeys), &sStickKeys, 0 );
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@ -1283,8 +1283,8 @@ time_t CPythonApplication::GetServerTime()
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return (ELTimer_GetMSec() - m_dwStartLocalTime) + m_tServerTime;
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}
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// 2005.03.28 - MALL <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ۿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> time(0) <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// <EFBFBD><EFBFBD><EFBFBD>̱<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>߱<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD>
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// 2005.03.28 - MALL 아이템에 들어있는 시간의 단위가 서버에서 time(0) 으로 만들어지는
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// 값이기 때문에 단위를 맞추기 위해 시간 관련 처리를 별도로 추가
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time_t CPythonApplication::GetServerTimeStamp()
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{
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return (time(0) - m_tLocalStartTime) + m_tServerTime;
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@ -1402,7 +1402,7 @@ void CPythonApplication::Destroy()
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m_SoundManager.Destroy();
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m_grpDevice.Destroy();
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// FIXME : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> - [levites]
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// FIXME : 만들어져 있지 않음 - [levites]
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//CSpeedTreeForestDirectX8::Instance().Clear();
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CAttributeInstance::DestroySystem();
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