forked from metin2/client
convert comments in cpp files to utf8
This commit is contained in:
@ -139,10 +139,10 @@ UINT CInstanceBase::SHORSE::GetLevel()
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case 20107:
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case 20108:
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case 20109:
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case 20110: // #0000673: [M2EU] <EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD> Ż<><C5BB> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD> <20>ȵ<EFBFBD>
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case 20111: // #0000673: [M2EU] <EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD> Ż<><C5BB> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD> <20>ȵ<EFBFBD>
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case 20112: // #0000673: [M2EU] <EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD> Ż<><C5BB> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD> <20>ȵ<EFBFBD>
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case 20113: // #0000673: [M2EU] <EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD> Ż<><C5BB> Ÿ<><C5B8> <20><><EFBFBD><EFBFBD> <20>ȵ<EFBFBD>
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case 20110: // #0000673: [M2EU] 새로운 탈것 타고 공격 안됨
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case 20111: // #0000673: [M2EU] 새로운 탈것 타고 공격 안됨
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case 20112: // #0000673: [M2EU] 새로운 탈것 타고 공격 안됨
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case 20113: // #0000673: [M2EU] 새로운 탈것 타고 공격 안됨
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case 20114:
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case 20115:
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case 20116:
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@ -155,26 +155,26 @@ UINT CInstanceBase::SHORSE::GetLevel()
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case 20124:
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case 20125:
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return 3;
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case 20119: // <EFBFBD><EFBFBD> <20>̺<EFBFBD>Ʈ<EFBFBD><C6AE> <20>渶<EFBFBD><E6B8B6> <20><>ų<EFBFBD>Ұ<EFBFBD>, <20><><EFBFBD>ݰ<EFBFBD><DDB0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>2<EFBFBD><32> <20><><EFBFBD><EFBFBD>
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case 20219: // <EFBFBD>ҷ<EFBFBD><EFBFBD><EFBFBD> <20>̺<EFBFBD>Ʈ<EFBFBD><C6AE> <20>渶<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>)
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case 20119: // 라마단 이벤트용 흑마는 스킬불가, 공격가능한 레벨2로 설정
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case 20219: // 할로윈 이벤트용 흑마는 스킬불가, 공격가능한 레벨2로 설정 (=라마단 흑마 클론)
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case 20220:
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case 20221:
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case 20222:
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return 2;
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}
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Ȯ<><C8AE> <20>ý<EFBFBD><C3BD>ۿ<EFBFBD> Ư<><C6AF> ó<><C3B3> (20201 ~ 20212 <20>뿪<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>)
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// -- Ż<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ŭ<><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD>/<2F><>ų <20><><EFBFBD>밡<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]
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// 마운트 확장 시스템용 특수 처리 (20201 ~ 20212 대역을 사용하고 순서대로 4개씩 나눠서 초급, 중급, 고급임)
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// -- 탈것 레벨을 클라에서 측정하고 공격/스킬 사용가능 여부도 클라에서 처리하는 것 자체에 문제가 있는 듯.. [hyo]
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{
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// <EFBFBD>߱<EFBFBD> Ż<><C5BB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>2 (<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><>ų <20>Ұ<EFBFBD>)
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// 중급 탈것은 레벨2 (공격 가능, 스킬 불가)
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if ((20205 <= mount && 20208 >= mount) ||
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(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>
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(20214 == mount) || (20217 == mount) // 난폭한 전갑순순록, 난폭한 전갑암순록
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)
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return 2;
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ż<><C5BB><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>3 (<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><>ų <20><><EFBFBD><EFBFBD>)
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// 고급 탈것은 레벨3 (공격 가능, 스킬 가능)
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if ((20209 <= mount && 20212 >= mount) ||
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(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>
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(20215 == mount) || (20218 == mount) || // 용맹한 전갑순순록, 용맹한 전갑암순록
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(20220 == mount)
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)
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return 3;
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@ -190,13 +190,13 @@ bool CInstanceBase::SHORSE::IsNewMount()
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DWORD mount = m_pkActor->GetRace();
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if ((20205 <= mount && 20208 >= mount) ||
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(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>
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(20214 == mount) || (20217 == mount) // 난폭한 전갑순순록, 난폭한 전갑암순록
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)
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return true;
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ż<><C5BB>
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// 고급 탈것
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if ((20209 <= mount && 20212 >= mount) ||
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(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>
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(20215 == mount) || (20218 == mount) || // 용맹한 전갑순순록, 용맹한 전갑암순록
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(20220 == mount)
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)
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return true;
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@ -205,7 +205,7 @@ bool CInstanceBase::SHORSE::IsNewMount()
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}
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bool CInstanceBase::SHORSE::CanUseSkill()
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{
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// <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><>.
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// 마상스킬은 말의 레벨이 3 이상이어야만 함.
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if (IsMounting())
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return 2 < GetLevel();
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@ -303,7 +303,7 @@ bool __ArmorVnumToShape(int iVnum, DWORD * pdwShape)
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return true;
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}
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// 2004.07.05.myevan.<EFBFBD>ý<EFBFBD>ź<EFBFBD><EFBFBD> <20><><EFBFBD>̴<EFBFBD> <20><><EFBFBD><EFBFBD>
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// 2004.07.05.myevan.궁신탄영 끼이는 문제
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class CActorInstanceBackground : public IBackground
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{
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public:
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@ -666,7 +666,7 @@ void CInstanceBase::__ClearMainInstance()
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rkChrMgr.ClearMainInstance();
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}
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/* <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7>̾<EFBFBD> ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.*/
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/* 실제 플레이어 캐릭터인지 조사.*/
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bool CInstanceBase::__IsMainInstance()
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{
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if (this==__GetMainInstancePtr())
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@ -771,10 +771,10 @@ bool CInstanceBase::Create(const SCreateData& c_rkCreateData)
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SetMoveSpeed(c_rkCreateData.m_dwMovSpd);
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SetAttackSpeed(c_rkCreateData.m_dwAtkSpd);
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// NOTE : Dress <EFBFBD><EFBFBD> <20><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Alpha <20><> <20><><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
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// NOTE : Dress 를 입고 있으면 Alpha 를 넣지 않는다.
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if (!IsWearingDress())
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{
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// NOTE : <EFBFBD>ݵ<EFBFBD><EFBFBD><EFBFBD> Affect <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ʿ<EFBFBD> <20>־<EFBFBD><D6BE><EFBFBD> <20><>
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// NOTE : 반드시 Affect 셋팅 윗쪽에 있어야 함
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m_GraphicThingInstance.SetAlphaValue(0.0f);
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m_GraphicThingInstance.BlendAlphaValue(1.0f, 0.5f);
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}
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@ -784,7 +784,7 @@ bool CInstanceBase::Create(const SCreateData& c_rkCreateData)
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SetAffectFlagContainer(c_rkCreateData.m_kAffectFlags);
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}
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// NOTE : <EFBFBD>ݵ<EFBFBD><EFBFBD><EFBFBD> Affect <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ŀ<EFBFBD> <20>ؾ<EFBFBD> <20><>
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// NOTE : 반드시 Affect 셋팅 후에 해야 함
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AttachTextTail();
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RefreshTextTail();
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@ -830,7 +830,7 @@ bool CInstanceBase::Create(const SCreateData& c_rkCreateData)
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__AttachHorseSaddle();
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// <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><>
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// 길드 심볼을 위한 임시 코드, 적정 위치를 찾는 중
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const int c_iGuildSymbolRace = 14200;
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if (c_iGuildSymbolRace == GetRace())
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{
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@ -899,7 +899,7 @@ bool CInstanceBase::SetRace(DWORD eRace)
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BOOL CInstanceBase::__IsChangableWeapon(int iWeaponID)
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{
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// <EFBFBD>巹<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>..
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// 드레스 입고 있을때는 부케외의 장비는 나오지 않게..
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if (IsWearingDress())
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{
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const int c_iBouquets[] =
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@ -908,7 +908,7 @@ BOOL CInstanceBase::__IsChangableWeapon(int iWeaponID)
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50202, // Bouquet for Shaman
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50203,
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50204,
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0, // #0000545: [M2CN] <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>巹<EFBFBD><E5B7B9><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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0, // #0000545: [M2CN] 웨딩 드레스와 장비 착용 문제
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};
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for (int i = 0; c_iBouquets[i] != 0; ++i)
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@ -1571,7 +1571,7 @@ void CInstanceBase::MovementProcess()
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TPixelPosition kPPosCur;
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NEW_GetPixelPosition(&kPPosCur);
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ǥ<EFBFBD><C7A5><EFBFBD>̹Ƿ<CCB9> y<><79> -ȭ<>ؼ<EFBFBD> <20><><EFBFBD>Ѵ<EFBFBD>.
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// 렌더링 좌표계이므로 y를 -화해서 더한다.
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TPixelPosition kPPosNext;
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{
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@ -1629,7 +1629,7 @@ void CInstanceBase::MovementProcess()
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SetAdvancingRotation(fDstRot);
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>Ͻð<CFBD> <20>ʾ<EFBFBD> <20>ʹ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>̵<EFBFBD><CCB5>ߴٸ<DFB4>..
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// 만약 렌턴시가 늦어 너무 많이 이동했다면..
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if (fRestLen < -100.0f)
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{
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NEW_SetSrcPixelPosition(kPPosCur);
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@ -1638,13 +1638,13 @@ void CInstanceBase::MovementProcess()
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SetAdvancingRotation(fDstRot);
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//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);
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// <EFBFBD>̵<EFBFBD><EFBFBD><EFBFBD><EFBFBD>̶<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>߰<EFBFBD> <20>Ѵ<EFBFBD>
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// 이동중이라면 다음번에 멈추게 한다
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if (FUNC_MOVE == m_kMovAfterFunc.eFunc)
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{
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m_kMovAfterFunc.eFunc = FUNC_WAIT;
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}
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}
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߴٸ<EFBFBD>...
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// 도착했다면...
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else if (fCurLen <= fTotalLen && fTotalLen <= fNextLen)
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{
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if (m_GraphicThingInstance.IsDead() || m_GraphicThingInstance.IsKnockDown())
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@ -1936,7 +1936,7 @@ void CInstanceBase::Transform()
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void CInstanceBase::Deform()
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{
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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 (!__CanRender())
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return;
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@ -1960,7 +1960,7 @@ void CInstanceBase::RenderTrace()
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||||
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||||
void CInstanceBase::Render()
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{
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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 (!__CanRender())
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return;
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||||
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@ -2252,13 +2252,13 @@ bool CInstanceBase::IsTargetableInstance(CInstanceBase& rkInstVictim)
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||||
return rkInstVictim.CanPickInstance();
|
||||
}
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||||
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||||
// 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>
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// 2004. 07. 07. [levites] - 스킬 사용중 타겟이 바뀌는 문제 해결을 위한 코드
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bool CInstanceBase::CanChangeTarget()
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||||
{
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||||
return m_GraphicThingInstance.CanChangeTarget();
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||||
}
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||||
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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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||||
bool CInstanceBase::CanPickInstance()
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||||
{
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||||
if (!__IsInViewFrustum())
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@ -2327,7 +2327,7 @@ BOOL CInstanceBase::IsStone()
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}
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||||
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||||
|
||||
BOOL CInstanceBase::IsGuildWall() //IsBuilding <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǹ<EFBFBD><EFBFBD><EFBFBD>ü IsGuildWall<EFBFBD><EFBFBD> <20><><EFBFBD>庮<EFBFBD><E5BAAE>(<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)
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||||
BOOL CInstanceBase::IsGuildWall() //IsBuilding 길드건물전체 IsGuildWall은 담장벽만(문은 제외)
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||||
{
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||||
return IsWall(m_dwRace);
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||||
}
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||||
@ -2391,9 +2391,9 @@ BOOL CInstanceBase::IsWoodenDoor()
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||||
if (m_GraphicThingInstance.IsDoor())
|
||||
{
|
||||
int vnum = GetVirtualNumber();
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||||
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.isShow를 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();
|
||||
|
Reference in New Issue
Block a user