forked from metin2/client
convert comments in cpp files to utf8
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@ -15,7 +15,7 @@ bool CMapOutdoor::Load(float x, float y, float z)
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{
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static std::string s_strOldPathName="";
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// 2004.08.09.myevan.Pack<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ã<><C3A3><EFBFBD><EFBFBD>.. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>δ<EFBFBD> <20>׳<EFBFBD> <20><><EFBFBD>ϵǴ<CFB5> <20>κ<EFBFBD><CEBA><EFBFBD> <20>ִ<EFBFBD>
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// 2004.08.09.myevan.Pack파일을 찾을때.. 폴더명만으로는 그냥 리턴되는 부분이 있다
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std::string c_rstrNewPathName=GetName()+"\\cache";
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s_strOldPathName=c_rstrNewPathName;
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@ -36,7 +36,7 @@ bool CMapOutdoor::Load(float x, float y, float z)
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m_lOldReadX = -1;
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// TODO: SetRenderingDevice<EFBFBD><EFBFBD><EFBFBD><EFBFBD> Environment<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20>Ӽ<EFBFBD><D3BC><EFBFBD> <20>Ѱ<EFBFBD><D1B0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ƽ <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>۵<EFBFBD><DBB5>Ѵ<EFBFBD>.
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// TODO: SetRenderingDevice에서 Environment로 부터 라이트 속성을 넘겨줘야 스태틱 라이트가 제대로 작동한다.
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CSpeedTreeDirectX::Instance().SetRenderingDevice();
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Update(x, y, z);
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@ -100,13 +100,13 @@ bool CMapOutdoor::isAreaLoaded(WORD wX, WORD wY)
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}
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ǥ<EFBFBD><C7A5> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>(ex. 3x3)<EFBFBD><EFBFBD> <20>ִ<EFBFBD> Terrain<EFBFBD><EFBFBD> Area<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// m_pTerrain<EFBFBD><EFBFBD> m_pArea<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
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// 현재 좌표를 기반으로 주위(ex. 3x3)에 있는 Terrain과 Area포인터를
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// m_pTerrain과 m_pArea에 연결한다.
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void CMapOutdoor::AssignTerrainPtr()
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{
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// <EFBFBD><EFBFBD><EFBFBD>忡<EFBFBD><EFBFBD><EFBFBD>Ϳ<EFBFBD><EFBFBD><EFBFBD> ȭ<><C8AD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ѱ<EFBFBD> <20><> <20>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD> <20>ϱ<EFBFBD>
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> virtual method<EFBFBD><EFBFBD> ȣ<><C8A3> <20>Ѵ<EFBFBD>. <20><> <20>ҵ<DEBC><D2B5><EFBFBD> CMapOutDoor<6F><72><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƹ<EFBFBD> <20>ൿ<EFBFBD><E0B5BF>
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
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// 월드에디터에서 화면을 죽죽죽 넘길 때 터레인을 저장해야 하기
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// 때문에 이 virtual method를 호출 한다. 이 메소드는 CMapOutDoor에서는 아무 행동도
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// 하지 않는다.
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OnPreAssignTerrainPtr();
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short sReferenceCoordMinX, sReferenceCoordMaxX, sReferenceCoordMinY, sReferenceCoordMaxY;
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@ -390,14 +390,14 @@ bool CMapOutdoor::LoadSetting(const char * c_szFileName)
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std::string stTextureSetFileName = strTextureSet;
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// TextureSet <EFBFBD><EFBFBD> <20>̹<EFBFBD> <20>پ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ⱥ<EFBFBD><C8BA>δ<EFBFBD>.
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// TextureSet 이 이미 붙어 있을 경우 안붙인다.
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if (0 != stTextureSetFileName.find_first_of("textureset", 0))
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stTextureSetFileName = "textureset\\"+strTextureSet;
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if (!m_TextureSet.Load(stTextureSetFileName.c_str(), m_fTerrainTexCoordBase))
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{
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#ifdef WORLD_EDITOR
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// TextureSet <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʾƵ<CABE> <20><><EFBFBD><EFBFBD>
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// TextureSet 이 적용되어 있지 않아도 진행
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LogBox("TextureSet \xC0\xCC \xC0\xFB\xBF\xEB\xB5\xC7\xBE\xEE\xC0\xD6\xC1\xF6 \xBE\xCA\xC0\xBA \xB8\xCA \xC0\xD4\xB4\xCF\xB4\xD9.\n\xC1\xF6\xC7\xFC \xC5\xD8\xBD\xBA\xC3\xE7 \xC0\xDB\xBE\xF7\xBF\xA1 \xC1\xD6\xC0\xC7\xC7\xCF\xBD\xC3\xB1\xE2 \xB9\xD9\xB6\xF8\xB4\xCF\xB4\xD9.");
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#else
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TraceError("MapOutdoor::LoadSetting(c_szFileName=%s) - LOAD TEXTURE SET(%s) ERROR", c_szFileName, stTextureSetFileName.c_str());
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