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forked from metin2/client

convert comments in cpp files to utf8

This commit is contained in:
2024-12-17 22:41:21 +01:00
parent 4525e3103d
commit 361a62853d
153 changed files with 955 additions and 955 deletions

View File

@ -139,10 +139,10 @@ UINT CInstanceBase::SHORSE::GetLevel()
case 20107:
case 20108:
case 20109:
case 20110: // #0000673: [M2EU] <EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD> Ż<><C5BB> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD> <20>ȵ<EFBFBD>
case 20111: // #0000673: [M2EU] <EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD> Ż<><C5BB> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD> <20>ȵ<EFBFBD>
case 20112: // #0000673: [M2EU] <EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD> Ż<><C5BB> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD> <20>ȵ<EFBFBD>
case 20113: // #0000673: [M2EU] <EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD> Ż<><C5BB> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD> <20>ȵ<EFBFBD>
case 20110: // #0000673: [M2EU] 새로운 탈것 타고 공격 안됨
case 20111: // #0000673: [M2EU] 새로운 탈것 타고 공격 안됨
case 20112: // #0000673: [M2EU] 새로운 탈것 타고 공격 안됨
case 20113: // #0000673: [M2EU] 새로운 탈것 타고 공격 안됨
case 20114:
case 20115:
case 20116:
@ -155,26 +155,26 @@ UINT CInstanceBase::SHORSE::GetLevel()
case 20124:
case 20125:
return 3;
case 20119: // <EFBFBD>󸶴<EFBFBD> <20>̺<EFBFBD>Ʈ<EFBFBD><C6AE> <20><EFBFBD><E6B8B6> <20><>ų<EFBFBD>Ұ<EFBFBD>, <20><><EFBFBD>ݰ<EFBFBD><DDB0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>2<EFBFBD><32> <20><><EFBFBD><EFBFBD>
case 20219: // <EFBFBD>ҷ<EFBFBD><EFBFBD><EFBFBD> <20>̺<EFBFBD>Ʈ<EFBFBD><C6AE> <20><EFBFBD><E6B8B6> <20><>ų<EFBFBD>Ұ<EFBFBD>, <20><><EFBFBD>ݰ<EFBFBD><DDB0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>2<EFBFBD><32> <20><><EFBFBD><EFBFBD> (=<3D>󸶴<EFBFBD> <20>渶 Ŭ<><C5AC>)
case 20119: // 라마단 이벤트용 흑마는 스킬불가, 공격가능한 레벨2로 설정
case 20219: // 할로윈 이벤트용 흑마는 스킬불가, 공격가능한 레벨2로 설정 (=라마단 흑마 클론)
case 20220:
case 20221:
case 20222:
return 2;
}
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Ȯ<><C8AE> <20>ý<EFBFBD><C3BD>ۿ<EFBFBD> Ư<><C6AF> ó<><C3B3> (20201 ~ 20212 <20><EFBFBD><EBBFAA> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 4<><34><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʱ<EFBFBD>, <20>߱<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
// -- Ż<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ŭ<>󿡼<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD>/<2F><>ų <20><><EFBFBD><EFBFBD><EBB0A1> <20><><EFBFBD>ε<EFBFBD> Ŭ<>󿡼<EFBFBD> ó<><C3B3><EFBFBD>ϴ<EFBFBD> <20><> <20><>ü<EFBFBD><C3BC> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><>.. [hyo]
// 마운트 확장 시스템용 특수 처리 (20201 ~ 20212 대역을 사용하고 순서대로 4개씩 나눠서 초급, 중급, 고급임)
// -- 탈것 레벨을 클라에서 측정하고 공격/스킬 사용가능 여부도 클라에서 처리하는 것 자체에 문제가 있는 듯.. [hyo]
{
// <EFBFBD>߱<EFBFBD> Ż<><C5BB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>2 (<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><>ų <20>Ұ<EFBFBD>)
// 중급 탈것은 레벨2 (공격 가능, 스킬 불가)
if ((20205 <= mount && 20208 >= mount) ||
(20214 == mount) || (20217 == mount) // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC><EFBFBD>
(20214 == mount) || (20217 == mount) // 난폭한 전갑순순록, 난폭한 전갑암순록
)
return 2;
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ż<><C5BB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>3 (<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><>ų <20><><EFBFBD><EFBFBD>)
// 고급 탈것은 레벨3 (공격 가능, 스킬 가능)
if ((20209 <= mount && 20212 >= mount) ||
(20215 == mount) || (20218 == mount) || // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC><EFBFBD>
(20215 == mount) || (20218 == mount) || // 용맹한 전갑순순록, 용맹한 전갑암순록
(20220 == mount)
)
return 3;
@ -190,13 +190,13 @@ bool CInstanceBase::SHORSE::IsNewMount()
DWORD mount = m_pkActor->GetRace();
if ((20205 <= mount && 20208 >= mount) ||
(20214 == mount) || (20217 == mount) // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC><EFBFBD>
(20214 == mount) || (20217 == mount) // 난폭한 전갑순순록, 난폭한 전갑암순록
)
return true;
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ż<><C5BB>
// 고급 탈것
if ((20209 <= mount && 20212 >= mount) ||
(20215 == mount) || (20218 == mount) || // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϼ<EFBFBD><CFBC><EFBFBD>
(20215 == mount) || (20218 == mount) || // 용맹한 전갑순순록, 용맹한 전갑암순록
(20220 == mount)
)
return true;
@ -205,7 +205,7 @@ bool CInstanceBase::SHORSE::IsNewMount()
}
bool CInstanceBase::SHORSE::CanUseSkill()
{
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 3 <20>̻<EFBFBD><CCBB>̾<EFBFBD><CCBE>߸<EFBFBD> <20><>.
// 마상스킬은 말의 레벨이 3 이상이어야만 함.
if (IsMounting())
return 2 < GetLevel();
@ -303,7 +303,7 @@ bool __ArmorVnumToShape(int iVnum, DWORD * pdwShape)
return true;
}
// 2004.07.05.myevan.<EFBFBD>ý<EFBFBD>ź<EFBFBD><EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20><><EFBFBD><EFBFBD>
// 2004.07.05.myevan.궁신탄영 끼이는 문제
class CActorInstanceBackground : public IBackground
{
public:
@ -666,7 +666,7 @@ void CInstanceBase::__ClearMainInstance()
rkChrMgr.ClearMainInstance();
}
/* <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7>̾<EFBFBD> ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.*/
/* 실제 플레이어 캐릭터인지 조사.*/
bool CInstanceBase::__IsMainInstance()
{
if (this==__GetMainInstancePtr())
@ -771,10 +771,10 @@ bool CInstanceBase::Create(const SCreateData& c_rkCreateData)
SetMoveSpeed(c_rkCreateData.m_dwMovSpd);
SetAttackSpeed(c_rkCreateData.m_dwAtkSpd);
// NOTE : Dress <EFBFBD><EFBFBD> <20>԰<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Alpha <20><> <20><><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
// NOTE : Dress 를 입고 있으면 Alpha 를 넣지 않는다.
if (!IsWearingDress())
{
// NOTE : <EFBFBD>ݵ<EFBFBD><EFBFBD><EFBFBD> Affect <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ʿ<EFBFBD> <20>־<EFBFBD><D6BE><EFBFBD> <20><>
// NOTE : 반드시 Affect 셋팅 윗쪽에 있어야 함
m_GraphicThingInstance.SetAlphaValue(0.0f);
m_GraphicThingInstance.BlendAlphaValue(1.0f, 0.5f);
}
@ -784,7 +784,7 @@ bool CInstanceBase::Create(const SCreateData& c_rkCreateData)
SetAffectFlagContainer(c_rkCreateData.m_kAffectFlags);
}
// NOTE : <EFBFBD>ݵ<EFBFBD><EFBFBD><EFBFBD> Affect <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ŀ<EFBFBD> <20>ؾ<EFBFBD> <20><>
// NOTE : 반드시 Affect 셋팅 후에 해야 함
AttachTextTail();
RefreshTextTail();
@ -830,7 +830,7 @@ bool CInstanceBase::Create(const SCreateData& c_rkCreateData)
__AttachHorseSaddle();
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ɺ<EFBFBD><C9BA><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ӽ<EFBFBD> <20>ڵ<EFBFBD>, <20><><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1> ã<><C3A3> <20><>
// 길드 심볼을 위한 임시 코드, 적정 위치를 찾는 중
const int c_iGuildSymbolRace = 14200;
if (c_iGuildSymbolRace == GetRace())
{
@ -899,7 +899,7 @@ bool CInstanceBase::SetRace(DWORD eRace)
BOOL CInstanceBase::__IsChangableWeapon(int iWeaponID)
{
// <EFBFBD><EFBFBD><EFBFBD> <20>԰<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ɿ<EFBFBD><C9BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʰ<EFBFBD>..
// 드레스 입고 있을때는 부케외의 장비는 나오지 않게..
if (IsWearingDress())
{
const int c_iBouquets[] =
@ -908,7 +908,7 @@ BOOL CInstanceBase::__IsChangableWeapon(int iWeaponID)
50202, // Bouquet for Shaman
50203,
50204,
0, // #0000545: [M2CN] <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><EFBFBD><E5B7B9><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
0, // #0000545: [M2CN] 웨딩 드레스와 장비 착용 문제
};
for (int i = 0; c_iBouquets[i] != 0; ++i)
@ -1571,7 +1571,7 @@ void CInstanceBase::MovementProcess()
TPixelPosition kPPosCur;
NEW_GetPixelPosition(&kPPosCur);
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ǥ<EFBFBD><C7A5><EFBFBD>̹Ƿ<CCB9> y<><79><>ؼ<EFBFBD> <20><><EFBFBD>Ѵ<EFBFBD>.
// 렌더링 좌표계이므로 y를 -화해서 더한다.
TPixelPosition kPPosNext;
{
@ -1629,7 +1629,7 @@ void CInstanceBase::MovementProcess()
SetAdvancingRotation(fDstRot);
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>Ͻð<CFBD> <20>ʾ<EFBFBD> <20>ʹ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>̵<EFBFBD><CCB5>ߴٸ<DFB4>..
// 만약 렌턴시가 늦어 너무 많이 이동했다면..
if (fRestLen < -100.0f)
{
NEW_SetSrcPixelPosition(kPPosCur);
@ -1638,13 +1638,13 @@ void CInstanceBase::MovementProcess()
SetAdvancingRotation(fDstRot);
//Tracenf("VID %d \xBF\xC0\xB9\xF6 \xB9\xE6\xC7\xE2\xBC\xB3\xC1\xA4 (%f, %f) %f rest %f", GetVirtualID(), kPPosCur.x, kPPosCur.y, fDstRot, fRestLen);
// <EFBFBD>̵<EFBFBD><EFBFBD><EFBFBD><EFBFBD>̶<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>߰<EFBFBD> <20>Ѵ<EFBFBD>
// 이동중이라면 다음번에 멈추게 한다
if (FUNC_MOVE == m_kMovAfterFunc.eFunc)
{
m_kMovAfterFunc.eFunc = FUNC_WAIT;
}
}
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߴٸ<EFBFBD>...
// 도착했다면...
else if (fCurLen <= fTotalLen && fTotalLen <= fNextLen)
{
if (m_GraphicThingInstance.IsDead() || m_GraphicThingInstance.IsKnockDown())
@ -1936,7 +1936,7 @@ void CInstanceBase::Transform()
void CInstanceBase::Deform()
{
// 2004.07.17.levites.isShow<EFBFBD><EFBFBD> ViewFrustumCheck<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// 2004.07.17.levites.isShow ViewFrustumCheck로 변경
if (!__CanRender())
return;
@ -1960,7 +1960,7 @@ void CInstanceBase::RenderTrace()
void CInstanceBase::Render()
{
// 2004.07.17.levites.isShow<EFBFBD><EFBFBD> ViewFrustumCheck<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// 2004.07.17.levites.isShow ViewFrustumCheck로 변경
if (!__CanRender())
return;
@ -2252,13 +2252,13 @@ bool CInstanceBase::IsTargetableInstance(CInstanceBase& rkInstVictim)
return rkInstVictim.CanPickInstance();
}
// 2004. 07. 07. [levites] - <EFBFBD><EFBFBD>ų <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD><EFBFBD> <20>ٲ<EFBFBD><D9B2><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ذ<EFBFBD><D8B0><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ڵ<EFBFBD>
// 2004. 07. 07. [levites] - 스킬 사용중 타겟이 바뀌는 문제 해결을 위한 코드
bool CInstanceBase::CanChangeTarget()
{
return m_GraphicThingInstance.CanChangeTarget();
}
// 2004.07.17.levites.isShow<EFBFBD><EFBFBD> ViewFrustumCheck<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// 2004.07.17.levites.isShow ViewFrustumCheck로 변경
bool CInstanceBase::CanPickInstance()
{
if (!__IsInViewFrustum())
@ -2327,7 +2327,7 @@ BOOL CInstanceBase::IsStone()
}
BOOL CInstanceBase::IsGuildWall() //IsBuilding <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǹ<EFBFBD><EFBFBD><EFBFBD>ü IsGuildWall<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><E5BAAE>(<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
BOOL CInstanceBase::IsGuildWall() //IsBuilding 길드건물전체 IsGuildWall은 담장벽만(문은 제외)
{
return IsWall(m_dwRace);
}
@ -2391,9 +2391,9 @@ BOOL CInstanceBase::IsWoodenDoor()
if (m_GraphicThingInstance.IsDoor())
{
int vnum = GetVirtualNumber();
if (vnum == 13000) // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (vnum == 13000) // 나무문
return true;
else if (vnum >= 30111 && vnum <= 30119) // <EFBFBD><EFBFBD><EFBFBD>͹<EFBFBD>
else if (vnum >= 30111 && vnum <= 30119) // 사귀문
return true;
else
return false;
@ -2447,7 +2447,7 @@ DWORD CInstanceBase::GetVirtualNumber()
return m_dwVirtualNumber;
}
// 2004.07.17.levites.isShow<EFBFBD><EFBFBD> ViewFrustumCheck<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// 2004.07.17.levites.isShow ViewFrustumCheck로 변경
bool CInstanceBase::__IsInViewFrustum()
{
return m_GraphicThingInstance.isShow();
@ -2689,7 +2689,7 @@ UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem)
{
case CItemData::ITEM_TYPE_WEAPON:
__ClearWeaponRefineEffect();
if (refine < 7) //<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>õ<EFBFBD> 7 <20>̻<EFBFBD><CCBB><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20>ֽ<EFBFBD><D6BD>ϴ<EFBFBD>.
if (refine < 7) //현재 제련도 7 이상만 이펙트가 있습니다.
return 0;
switch(pItem->GetSubType())
{
@ -2718,7 +2718,7 @@ UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem)
case CItemData::ITEM_TYPE_ARMOR:
__ClearArmorRefineEffect();
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ưȭ <20><><EFBFBD><EFBFBD>Ʈ
// 갑옷 특화 이펙트
if (pItem->GetSubType() == CItemData::ARMOR_BODY)
{
DWORD vnum = pItem->GetIndex();
@ -2730,7 +2730,7 @@ UINT CInstanceBase::__GetRefinedEffect(CItemData* pItem)
}
}
if (refine < 7) //<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>õ<EFBFBD> 7 <20>̻<EFBFBD><CCBB><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20>ֽ<EFBFBD><D6BD>ϴ<EFBFBD>.
if (refine < 7) //현재 제련도 7 이상만 이펙트가 있습니다.
return 0;
if (pItem->GetSubType() == CItemData::ARMOR_BODY)
@ -2797,7 +2797,7 @@ bool CInstanceBase::ChangeArmor(DWORD dwArmor)
if (IsWalking())
EndWalking();
// 2004.07.25.myevan.<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><> <20>ٴ<EFBFBD> <20><><EFBFBD><EFBFBD>
// 2004.07.25.myevan.이펙트 안 붙는 문제
//////////////////////////////////////////////////////
__ClearAffects();
//////////////////////////////////////////////////////
@ -2819,7 +2819,7 @@ bool CInstanceBase::ChangeArmor(DWORD dwArmor)
RefreshState(CRaceMotionData::NAME_WAIT, TRUE);
// 2004.07.25.myevan.<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><> <20>ٴ<EFBFBD> <20><><EFBFBD><EFBFBD>
// 2004.07.25.myevan.이펙트 안 붙는 문제
/////////////////////////////////////////////////
SetAffectFlagContainer(kAffectFlagContainer);
/////////////////////////////////////////////////
@ -2974,9 +2974,9 @@ void CInstanceBase::RefreshState(DWORD dwMotIndex, bool isLoop)
void CInstanceBase::RegisterBoundingSphere()
{
// Stone <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> DeforomNoSkin <EFBFBD><EFBFBD> <20>ϸ<EFBFBD>
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20>ִϸ<D6B4><CFB8>̼<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ִϸ<D6B4><CFB8>̼<EFBFBD><CCBC><EFBFBD>
// <EFBFBD>ٿ<EFBFBD><EFBFBD><EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ø<EFBFBD><C3B8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̷<EFBFBD><CCB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
// Stone 일 경우 DeforomNoSkin 을 하면
// 낙하하는 애니메이션 같은 경우 애니메이션이
// 바운드 박스에 영향을 미쳐 컬링이 제대로 이루어지지 않는다.
if (!IsStone())
{
m_GraphicThingInstance.DeformNoSkin();