forked from Tr0n/client
convert comments in cpp files to utf8
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@ -24,7 +24,7 @@ enum
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EMOTION_DANCE_3,
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EMOTION_DANCE_4,
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EMOTION_DANCE_5,
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EMOTION_DANCE_6, // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ÿ<EFBFBD><EFBFBD>
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EMOTION_DANCE_6, // 강남스타일
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EMOTION_CONGRATULATION,
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EMOTION_FORGIVE,
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EMOTION_ANGRY,
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@ -57,7 +57,7 @@ public:
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{
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static TGradeUnit beltGradeByLevelTable[] =
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{
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0, // <EFBFBD><EFBFBD>Ʈ+0
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0, // 벨트+0
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1, // +1
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1, // +2
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2, // +3
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@ -72,20 +72,20 @@ public:
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return beltGradeByLevelTable[refineLevel];
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}
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̿<EFBFBD><CCBF><EFBFBD> <20><> <20>ִ<EFBFBD><D6B4><EFBFBD> <20><><EFBFBD><EFBFBD>
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// 현재 벨트 레벨을 기준으로, 어떤 셀들을 이용할 수 있는지 리턴
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static const TGradeUnit* GetAvailableRuleTableByGrade()
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{
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/**
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<EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD> <20><> +0 ~ +9 <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> 7<>ܰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>еǾ<D0B5> <20>κ<EFBFBD><CEBA>丮<EFBFBD><E4B8AE> Ȱ<><C8B0> ȭ <20>ȴ<EFBFBD>.
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<EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ʒ<EFBFBD> <20><EFBFBD><D7B8><EFBFBD> <20><><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> >= Ȱ<><C8B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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(<EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 0<≯<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ұ<EFBFBD>, <20><>ȣ <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ڴ<EFBFBD> <20><><EFBFBD><EFBFBD>)
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벨트는 총 +0 ~ +9 레벨을 가질 수 있으며, 레벨에 따라 7단계 등급으로 구분되어 인벤토리가 활성 화 된다.
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벨트 레벨에 따른 사용 가능한 셀은 아래 그림과 같음. 현재 등급 >= 활성가능 등급이면 사용 가능.
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(단, 현재 레벨이 0이면 무조건 사용 불가, 괄호 안의 숫자는 등급)
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2(1) 4(2) 6(4) 8(6)
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5(3) 5(3) 6(4) 8(6)
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7(5) 7(5) 7(5) 8(6)
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9(7) 9(7) 9(7) 9(7)
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<EFBFBD><EFBFBD>Ʈ <20>κ<EFBFBD><CEBA>丮<EFBFBD><E4B8AE> ũ<><C5A9><EFBFBD><EFBFBD> 4x4 (16ĭ)
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벨트 인벤토리의 크기는 4x4 (16칸)
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*/
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static TGradeUnit availableRuleByGrade[c_Belt_Inventory_Slot_Count] = {
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@ -100,7 +100,7 @@ public:
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static bool IsAvailableCell(WORD cell, int beltGrade /*int beltLevel*/)
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{
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// <EFBFBD><EFBFBD>ȹ <20><> <20>ٲ<EFBFBD>.. <20>Ƴ<EFBFBD>...
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// 기획 또 바뀜.. 아놔...
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//const TGradeUnit beltGrade = GetBeltGradeByRefineLevel(beltLevel);
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const TGradeUnit* ruleTable = GetAvailableRuleTableByGrade();
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@ -2077,7 +2077,7 @@ PyObject * playerSlotTypeToInvenType(PyObject* poSelf, PyObject* poArgs)
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}
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#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
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// <EFBFBD>÷<EFBFBD><EFBFBD>̾ <20><>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?
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// 플레이어가 벨트를 착용 중인지?
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PyObject * playerIsEquippingBelt(PyObject* poSelf, PyObject* poArgs)
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{
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const CPythonPlayer* player = CPythonPlayer::InstancePtr();
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@ -2092,7 +2092,7 @@ PyObject * playerIsEquippingBelt(PyObject* poSelf, PyObject* poArgs)
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}
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// <EFBFBD>˻<EFBFBD><EFBFBD>Ϸ<EFBFBD><EFBFBD><EFBFBD> <20><>Ʈ <20>κ<EFBFBD><CEBA>丮 Cell<6C><6C> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ĭ<><C4AD><EFBFBD><EFBFBD>? (<28><><EFBFBD>밡<EFBFBD><EBB0A1> <20><><EFBFBD>δ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ʈ<EFBFBD><C6AE> <20><>ȭ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD><DEB6><EFBFBD>)
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// 검사하려는 벨트 인벤토리 Cell이 사용 가능한 칸인지? (사용가능 여부는 착용 중인 벨트의 강화 정도에 따라 달라짐)
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PyObject * playerIsAvailableBeltInventoryCell(PyObject* poSelf, PyObject* poArgs)
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{
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const CPythonPlayer* player = CPythonPlayer::InstancePtr();
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@ -2116,7 +2116,7 @@ PyObject * playerIsAvailableBeltInventoryCell(PyObject* poSelf, PyObject* poArgs
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#endif
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// <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> <20><>ȭ
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// 용혼석 강화
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PyObject* playerSendDragonSoulRefine(PyObject* poSelf, PyObject* poArgs)
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{
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BYTE bSubHeader;
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@ -2528,7 +2528,7 @@ void initPlayer()
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PyModule_AddIntConstant(poModule, "EMOTION_DANCE_3", EMOTION_DANCE_3);
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PyModule_AddIntConstant(poModule, "EMOTION_DANCE_4", EMOTION_DANCE_4);
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PyModule_AddIntConstant(poModule, "EMOTION_DANCE_5", EMOTION_DANCE_5);
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PyModule_AddIntConstant(poModule, "EMOTION_DANCE_6", EMOTION_DANCE_6); // PSY <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ÿ<EFBFBD><EFBFBD>
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PyModule_AddIntConstant(poModule, "EMOTION_DANCE_6", EMOTION_DANCE_6); // PSY 강남스타일
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PyModule_AddIntConstant(poModule, "EMOTION_CONGRATULATION", EMOTION_CONGRATULATION);
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PyModule_AddIntConstant(poModule, "EMOTION_FORGIVE", EMOTION_FORGIVE);
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PyModule_AddIntConstant(poModule, "EMOTION_ANGRY", EMOTION_ANGRY);
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@ -2543,11 +2543,11 @@ void initPlayer()
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PyModule_AddIntConstant(poModule, "EMOTION_FRENCH_KISS", EMOTION_FRENCH_KISS);
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PyModule_AddIntConstant(poModule, "EMOTION_SLAP", EMOTION_SLAP);
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//// <EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ÿ<><C5B8>
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//// 자동물약 타입
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PyModule_AddIntConstant(poModule, "AUTO_POTION_TYPE_HP", CPythonPlayer::AUTO_POTION_TYPE_HP);
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PyModule_AddIntConstant(poModule, "AUTO_POTION_TYPE_SP", CPythonPlayer::AUTO_POTION_TYPE_SP);
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// <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD>
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// 용혼석
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PyModule_AddIntConstant(poModule, "DRAGON_SOUL_PAGE_SIZE", c_DragonSoul_Inventory_Box_Size);
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PyModule_AddIntConstant(poModule, "DRAGON_SOUL_PAGE_COUNT", DRAGON_SOUL_GRADE_MAX);
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PyModule_AddIntConstant(poModule, "DRAGON_SOUL_SLOT_COUNT", c_DragonSoul_Inventory_Count);
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@ -2555,7 +2555,7 @@ void initPlayer()
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PyModule_AddIntConstant(poModule, "DRAGON_SOUL_EQUIPMENT_PAGE_COUNT", DS_DECK_MAX_NUM);
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PyModule_AddIntConstant(poModule, "DRAGON_SOUL_EQUIPMENT_FIRST_SIZE", c_DragonSoul_Equip_Slot_Max);
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// <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>â
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// 용혼석 개량창
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PyModule_AddIntConstant(poModule, "DRAGON_SOUL_REFINE_CLOSE", DS_SUB_HEADER_CLOSE);
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PyModule_AddIntConstant(poModule, "DS_SUB_HEADER_DO_UPGRADE", DS_SUB_HEADER_DO_UPGRADE);
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PyModule_AddIntConstant(poModule, "DS_SUB_HEADER_DO_IMPROVEMENT", DS_SUB_HEADER_DO_IMPROVEMENT);
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