forked from metin2/client
convert comments in h files to utf8
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@ -42,8 +42,8 @@ class CEffectData
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void __ClearLightDataVector();
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void __ClearMeshDataVector();
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// FIXME : <EFBFBD><EFBFBD> <20>κ<EFBFBD><CEBA><EFBFBD> <20>״<EFBFBD><D7B4><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʴ´<CAB4>. <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̵<EFBFBD><CCB5> ã<>Ƴ<EFBFBD><C6B3><EFBFBD> <20><>ġ<EFBFBD><C4A1>.
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (Ưȭ<C6AF><C8AD>) <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٲ<EFBFBD><D9B2><EFBFBD><EFBFBD><EFBFBD> <20>Ѵٴ<D1B4> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ϴ<EFBFBD>. - [levites]
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// FIXME : 이 부분은 그다지 맘에 들지 않는다. 좋은 아이디어를 찾아내어 고치자.
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// 상위가 (특화된) 상위의 인터페이스 때문에 모양이 바뀌어야 한다는 것은 옳지 못하다. - [levites]
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virtual CParticleSystemData * AllocParticle();
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virtual CEffectMeshScript * AllocMesh();
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virtual CLightData * AllocLight();
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@ -62,8 +62,8 @@ class CEffectManager : public CScreen, public CSingleton<CEffectManager>
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bool GetEffectData(DWORD dwID, CEffectData ** ppEffect);
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bool GetEffectData(DWORD dwID, const CEffectData ** c_ppEffect);
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// Area<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Effect<EFBFBD><EFBFBD> <20>Լ<EFBFBD>... EffectInstance<EFBFBD><EFBFBD> Pointer<EFBFBD><EFBFBD> <20><>ȯ<EFBFBD>Ѵ<EFBFBD>.
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// EffectManager <EFBFBD><EFBFBD><EFBFBD><EFBFBD> EffectInstanceMap<EFBFBD><EFBFBD> <20>̿<EFBFBD><CCBF><EFBFBD><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
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// Area에 직접 찍는 Effect용 함수... EffectInstance의 Pointer를 반환한다.
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// EffectManager 내부 EffectInstanceMap을 이용하지 않는다.
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void CreateUnsafeEffectInstance(DWORD dwEffectDataID, CEffectInstance ** ppEffectInstance);
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bool DestroyUnsafeEffectInstance(CEffectInstance * pEffectInstance);
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@ -9,7 +9,7 @@
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class CEffectMeshInstance : public CEffectElementBaseInstance
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{
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public:
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// NOTE : Mesh <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ؽ<EFBFBD><D8BD><EFBFBD> <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8> <20>ν<EFBFBD><CEBD>Ͻ<EFBFBD><CFBD>̴<EFBFBD>.
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// NOTE : Mesh 단위 텍스춰 데이타의 인스턴스이다.
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typedef struct STextureInstance
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{
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CFrameController TextureFrameController;
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@ -71,12 +71,12 @@ enum EBillBoardType
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BILLBOARD_TYPE_ALL,
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BILLBOARD_TYPE_Y,
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BILLBOARD_TYPE_LIE, // <EFBFBD>ٴڿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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BILLBOARD_TYPE_LIE, // 바닥에 누은 형상
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BILLBOARD_TYPE_2FACE, // / and \
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BILLBOARD_TYPE_3FACE, // / and \ and -
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//BILLBOARD_TYPE_RAY, // <EFBFBD>ܻ<EFBFBD>
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//BILLBOARD_TYPE_RAY, // 잔상
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};
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@ -220,8 +220,8 @@ typedef std::vector<TTimeEventTypeVector2> TTimeEventTableVector2;
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typedef std::vector<TTimeEventTypeVector3> TTimeEventTableVector3;
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// NOTE : TimeEventValue <EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Ѱ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ƾ<EFBFBD> <20>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ۼ<EFBFBD> <20>߽<EFBFBD><DFBD>ϴ<EFBFBD>. - [levites]
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// NOTE : TimeEventValue 함수들은 값을 넘겨 받지 말아야 하는 때도 있으므로
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// 값의 직접 리턴이 아닌 포인터 리턴으로 작성 했습니다. - [levites]
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template <typename T>
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__forceinline void GetTimeEventBlendValue(float fElapsedTime, std::vector<CTimeEvent<T> >& rVector, T * pReturnValue)
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