forked from metin2/client
convert comments in cpp files to utf8
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@ -52,7 +52,7 @@ void CEffectInstance::UpdateSound()
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{
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CSoundManager& rkSndMgr=CSoundManager::Instance();
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rkSndMgr.UpdateSoundInstance(m_matGlobal._41, m_matGlobal._42, m_matGlobal._43, m_dwFrame, m_pSoundInstanceVector);
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// NOTE : <EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>´<EFBFBD> - [levites]
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// NOTE : 매트릭스에서 위치를 직접 얻어온다 - [levites]
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}
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++m_dwFrame;
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}
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@ -48,7 +48,7 @@ bool CEffectManager::IsAliveEffect(DWORD dwInstanceIndex)
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void CEffectManager::Update()
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{
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// 2004. 3. 1. myevan. <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ϴ<EFBFBD> <20>ڵ<EFBFBD>
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// 2004. 3. 1. myevan. 이펙트 모니터링 하는 코드
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/*
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if (GetAsyncKeyState(VK_F9))
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{
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@ -173,8 +173,8 @@ BOOL CEffectManager::RegisterEffect(const char * c_szFileName,bool isExistDelete
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return TRUE;
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}
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// CEffectData <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20>ϰ<EFBFBD>..
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// CEffectData<EFBFBD><EFBFBD><EFBFBD><EFBFBD> CRC<52><43> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ְ<EFBFBD> <20>Ѵ<EFBFBD>
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// CEffectData 를 포인터형으로 리턴하게 하고..
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// CEffectData에서 CRC를 얻을수 있게 한다
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BOOL CEffectManager::RegisterEffect2(const char * c_szFileName, DWORD* pdwRetCRC, bool isNeedCache)
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{
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std::string strFileName;
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@ -185,9 +185,9 @@ void CParticleInstance::Transform(const D3DXMATRIX * c_matLocal)
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case BILLBOARD_TYPE_ALL:
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default:
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{
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// NOTE : Rotation Routine. Camera<EFBFBD><EFBFBD> Up Vector<EFBFBD><EFBFBD> Cross Vector <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> View Vector <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Rotation <EFBFBD><EFBFBD>Ų<EFBFBD><EFBFBD>.
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// FIXME : <EFBFBD>ݵ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȭ <20><> <20><>!
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// NOTE : Rotation Routine. Camera의 Up Vector와 Cross Vector 자체를 View Vector 기준으로
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// Rotation 시킨다.
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// FIXME : 반드시 최적화 할 것!
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if (m_fRotation==0.0f)
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{
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v3Up = -c_rv3Cross;
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@ -239,7 +239,7 @@ void CParticleInstance::Transform(const D3DXMATRIX * c_matLocal)
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D3DXVec3TransformNormal(&v3Up, &v3Up, c_matLocal);
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}
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// NOTE: <EFBFBD>ӵ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>̿<EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> : log(velocity)<EFBFBD><EFBFBD>ŭ <20>þ<C3BE><EEB3AD>.
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// NOTE: 속도가 길이에 주는 영향 : log(velocity)만큼 늘어난다.
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float length = D3DXVec3Length(&v3Up);
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if (length == 0.0f)
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{
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@ -342,9 +342,9 @@ void CParticleInstance::Transform(const D3DXMATRIX * c_matLocal, const float c_f
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case BILLBOARD_TYPE_ALL:
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default:
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{
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// NOTE : Rotation Routine. Camera<EFBFBD><EFBFBD> Up Vector<EFBFBD><EFBFBD> Cross Vector <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> View Vector <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Rotation <EFBFBD><EFBFBD>Ų<EFBFBD><EFBFBD>.
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// FIXME : <EFBFBD>ݵ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȭ <20><> <20><>!
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// NOTE : Rotation Routine. Camera의 Up Vector와 Cross Vector 자체를 View Vector 기준으로
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// Rotation 시킨다.
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// FIXME : 반드시 최적화 할 것!
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if (m_fRotation==0.0f)
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{
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v3Up = -c_rv3Cross;
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@ -373,7 +373,7 @@ void CParticleInstance::Transform(const D3DXMATRIX * c_matLocal, const float c_f
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D3DXVec3TransformNormal(&v3Up, &v3Up, c_matLocal);
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}
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// NOTE: <EFBFBD>ӵ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>̿<EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> : log(velocity)<EFBFBD><EFBFBD>ŭ <20>þ<C3BE><EEB3AD>.
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// NOTE: 속도가 길이에 주는 영향 : log(velocity)만큼 늘어난다.
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float length = D3DXVec3Length(&v3Up);
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if (length == 0.0f)
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{
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@ -161,8 +161,8 @@ void CParticleSystemInstance::CreateParticles(float fElapsedTime)
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D3DXVec3TransformCoord(&v3TimePosition, &v3TimePosition, mc_pmatLocal);
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}
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pInstance->m_v3StartPosition = v3TimePosition;
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// NOTE : Update<EFBFBD><EFBFBD> ȣ<><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʰ<EFBFBD> Rendering <20>DZ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> length<74><68> 0<><30> <20>Ǵ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD>.
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// Velocity<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><EFBFBD>ŭ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʱ<EFBFBD>ȭ <20><><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD> <20>ٲ<EFBFBD><D9B2><EFBFBD> - [levites]
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// NOTE : Update를 호출하지 않고 Rendering 되기 때문에 length가 0이 되는 문제가 있다.
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// Velocity를 구한 후 그만큼 빼준 값으로 초기화 해주도록 바꿨음 - [levites]
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//pInstance->m_v3LastPosition = pInstance->m_v3Position;
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// Direction & Velocity
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@ -212,8 +212,8 @@ void CParticleSystemInstance::CreateParticles(float fElapsedTime)
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// Rotation
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pInstance->m_fRotation = m_pParticleProperty->m_wRotationRandomStartingBegin;
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pInstance->m_fRotation = frandom(m_pParticleProperty->m_wRotationRandomStartingBegin,m_pParticleProperty->m_wRotationRandomStartingEnd);
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// Rotation - Lie <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> LocalMatrix <EFBFBD><EFBFBD> Rotation <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Random <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
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// <EFBFBD>Ź<EFBFBD> <20><> <20>ʿ<EFBFBD><CABF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȭ<EFBFBD><C8AD> <20>ʿ<EFBFBD>. - [levites]
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// Rotation - Lie 일 경우 LocalMatrix 의 Rotation 값을 Random 에 적용한다.
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// 매번 할 필요는 없을듯. 어느 정도의 최적화가 필요. - [levites]
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if (BILLBOARD_TYPE_LIE == m_pParticleProperty->m_byBillboardType && mc_pmatLocal)
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{
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pInstance->m_fRotation += fLieRotation;
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@ -486,7 +486,7 @@ void CParticleSystemInstance::OnInitialize()
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void CParticleSystemInstance::OnDestroy()
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{
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// 2004. 3. 1. myevan. <EFBFBD><EFBFBD>ƼŬ <20><><EFBFBD><EFBFBD> <20><>ƾ
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// 2004. 3. 1. myevan. 파티클 제거 루틴
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TParticleInstanceListVector::iterator i;
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for(i = m_ParticleInstanceListVector.begin(); i!=m_ParticleInstanceListVector.end(); ++i)
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{
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