forked from Tr0n/client
convert comments in cpp files to utf8
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@ -39,8 +39,8 @@ void CPythonCharacterManager::AdjustCollisionWithOtherObjects(CActorInstance* pI
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if(pInst->TestPhysicsBlendingCollision(*rkActorEach) )
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{
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// NOTE : <EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD>
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// TODO : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ݴ<EFBFBD> <20><> ó<><C3B3><EFBFBD>Ѵٸ<D1B4> physic movement<EFBFBD>Ÿ<EFBFBD><EFBFBD><EFBFBD> steping<EFBFBD>ؼ<EFBFBD> iterationó<EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD> <20><>.
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// NOTE : 일단 기존위치로 원복
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// TODO : 향후 조금더 잘 처리한다면 physic movement거리를 steping해서 iteration처리해야 함.
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TPixelPosition curPos;
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pInst->GetPixelPosition(&curPos);
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pInst->SetBlendingPosition(curPos);
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@ -276,8 +276,8 @@ void CPythonCharacterManager::UpdateTransform()
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pSrcInstance->CheckAdvancing();
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// 2004.08.02.myevan.IsAttacked <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD><D7BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ<C3BC>ϹǷ<CFB9>,
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ÿ<EFBFBD><C5B8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> IsPushing<6E>϶<EFBFBD><CFB6><EFBFBD> üũ<C3BC>ϵ<EFBFBD><CFB5><EFBFBD> <20>Ѵ<EFBFBD>
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// 2004.08.02.myevan.IsAttacked 일 경우 죽었을때도 체크하므로,
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// 실질적으로 거리가 변경되는 IsPushing일때만 체크하도록 한다
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if (pSrcInstance->IsPushing())
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rkBG.CheckAdvancing(pSrcInstance);
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}
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@ -688,7 +688,7 @@ void CPythonCharacterManager::__UpdatePickedActorList()
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for (i=m_kAliveInstMap.begin(); i!=m_kAliveInstMap.end(); ++i)
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{
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CInstanceBase* pkInstEach=i->second;
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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 (pkInstEach->CanPickInstance())
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{
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if (pkInstEach->IsDead())
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@ -751,7 +751,7 @@ void CPythonCharacterManager::__NEW_Pick()
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}
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#endif
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
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// 정밀한 체크
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{
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std::vector<CInstanceBase*>::iterator f;
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for (f=m_kVct_pkInstPicked.begin(); f!=m_kVct_pkInstPicked.end(); ++f)
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@ -773,7 +773,7 @@ void CPythonCharacterManager::__NEW_Pick()
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}
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}
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// <EFBFBD><EFBFBD>ã<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// 못찾겠으면 걍 순서대로
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{
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std::vector<CInstanceBase*>::iterator f;
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for (f=m_kVct_pkInstPicked.begin(); f!=m_kVct_pkInstPicked.end(); ++f)
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