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

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@ -34,7 +34,7 @@ void CActorInstance::UpdatePointInstance(TCollisionPointInstance * pPointInstanc
{
if (!pPointInstance)
{
assert(!"CActorInstance::UpdatePointInstance - pPointInstance is NULL"); // <EFBFBD><EFBFBD><EFBFBD>۷<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ü<EFBFBD>Ͻÿ<CFBD>
assert(!"CActorInstance::UpdatePointInstance - pPointInstance is NULL"); // 레퍼런스로 교체하시오
return;
}
@ -95,12 +95,12 @@ void CActorInstance::UpdatePointInstance(TCollisionPointInstance * pPointInstanc
void CActorInstance::UpdateAdvancingPointInstance()
{
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD><CCB5><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>;<EFBFBD> <20>Ѵ<EFBFBD> - [levites]
// 말을 탔을 경우 사람은 이동값을 가지고 있지 않기 때문에 말로 부터 얻어와야 한다 - [levites]
D3DXVECTOR3 v3Movement = m_v3Movement;
if (m_pkHorse)
v3Movement = m_pkHorse->m_v3Movement;
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> <20>ʾƵ<CABE> <20>ȴ<EFBFBD> - [levites]
// 말은 업데이트 하지 않아도 된다 - [levites]
if (m_pkHorse)
m_pkHorse->UpdateAdvancingPointInstance();
@ -169,7 +169,7 @@ bool CActorInstance::CheckCollisionDetection(const CDynamicSphereInstanceVector
{
if (!c_pAttackingSphereVector)
{
assert(!"CActorInstance::CheckCollisionDetection - c_pAttackingSphereVector is NULL"); // <EFBFBD><EFBFBD><EFBFBD>۷<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ü<EFBFBD>Ͻÿ<CFBD>
assert(!"CActorInstance::CheckCollisionDetection - c_pAttackingSphereVector is NULL"); // 레퍼런스로 교체하시오
return false;
}
@ -186,7 +186,7 @@ bool CActorInstance::CheckCollisionDetection(const CDynamicSphereInstanceVector
if (DetectCollisionDynamicSphereVSDynamicSphere(c_rAttackingSphere, c_rDefendingSphere))
{
// FIXME : <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ã<>Ƴ<EFBFBD><C6B3><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٲ<EFBFBD><D9B2><EFBFBD> <20>Ѵ<EFBFBD>.
// FIXME : 두 원의 교점을 찾아내는 식으로 바꿔야 한다.
*pv3Position = (c_rAttackingSphere.v3Position + c_rDefendingSphere.v3Position) / 2.0f;
return true;
}
@ -200,19 +200,19 @@ bool CActorInstance::CreateCollisionInstancePiece(DWORD dwAttachingModelIndex, c
{
if (!c_pAttachingData)
{
assert(!"CActorInstance::CreateCollisionInstancePiece - c_pAttachingData is NULL"); // <EFBFBD><EFBFBD><EFBFBD>۷<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ü<EFBFBD>Ͻÿ<CFBD>
assert(!"CActorInstance::CreateCollisionInstancePiece - c_pAttachingData is NULL"); // 레퍼런스로 교체하시오
return false;
}
if (!c_pAttachingData->pCollisionData)
{
assert(!"CActorInstance::CreateCollisionInstancePiece - c_pAttachingData->pCollisionData is NULL"); // <EFBFBD><EFBFBD><EFBFBD>۷<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ü<EFBFBD>Ͻÿ<CFBD>
assert(!"CActorInstance::CreateCollisionInstancePiece - c_pAttachingData->pCollisionData is NULL"); // 레퍼런스로 교체하시오
return false;
}
if (!pPointInstance)
{
assert(!"CActorInstance::CreateCollisionInstancePiece - pPointInstance is NULL"); // <EFBFBD><EFBFBD><EFBFBD>۷<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ü<EFBFBD>Ͻÿ<CFBD>
assert(!"CActorInstance::CreateCollisionInstancePiece - pPointInstance is NULL"); // 레퍼런스로 교체하시오
return false;
}
@ -279,18 +279,18 @@ BOOL CActorInstance::__SplashAttackProcess(CActorInstance & rVictim)
const NRaceData::TAttackData & c_rAttackData = c_pAttackingEvent->AttackData;
THittedInstanceMap & rHittedInstanceMap = m_kSplashArea.HittedInstanceMap;
// NOTE : <EFBFBD>̹<EFBFBD> <20><><EFBFBD>ȴٸ<C8B4> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
// NOTE : 이미 때렸다면 때릴 수 없음
if (rHittedInstanceMap.end() != rHittedInstanceMap.find(&rVictim))
{
return FALSE;
}
// NOTE : Snipe <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̰<EFBFBD>..
// NOTE : Snipe 모드이고..
if (NRaceData::ATTACK_TYPE_SNIPE == c_rAttackData.iAttackType)
{
// Target <EFBFBD><EFBFBD> PC <EFBFBD><EFBFBD><EFBFBD><EFBFBD>..
// Target PC 라면..
if (__IsFlyTargetPC())
// <EFBFBD>ٸ<EFBFBD> <20><>ü<EFBFBD><C3BC> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
// 다른 객체는 때릴 수 없다
if (!__IsSameFlyTarget(&rVictim))
return FALSE;
@ -299,7 +299,7 @@ BOOL CActorInstance::__SplashAttackProcess(CActorInstance & rVictim)
{
CActorInstance * pActorInstance = (CActorInstance *)m_kFlyTarget.GetFlyTarget();
// NOTE : Target <EFBFBD><EFBFBD> PC <EFBFBD>϶<EFBFBD><EFBFBD><EFBFBD> <20>Ѹ<EFBFBD><D1B8><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD>.
// NOTE : Target PC 일때는 한명만 때릴 수 있다.
if (pActorInstance->IsPC())
if (&rVictim != pActorInstance)
return FALSE;
@ -333,7 +333,7 @@ BOOL CActorInstance::__SplashAttackProcess(CActorInstance & rVictim)
BOOL CActorInstance::__NormalAttackProcess(CActorInstance & rVictim)
{
// Check Distance
// NOTE - <EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> üũ<C3BC><C5A9> <20>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD>
// NOTE - 일단 근접 체크만 하고 있음
D3DXVECTOR3 v3Distance(rVictim.m_x - m_x, rVictim.m_z - m_z, rVictim.m_z - m_z);
float fDistance = D3DXVec3LengthSq(&v3Distance);
@ -362,7 +362,7 @@ BOOL CActorInstance::__NormalAttackProcess(CActorInstance & rVictim)
{
const NRaceData::THitData & c_rHitData = *itorHitData;
// NOTE : <EFBFBD>̹<EFBFBD> <20>¾Ҵ<C2BE><D2B4><EFBFBD> üũ
// NOTE : 이미 맞았는지 체크
THitDataMap::iterator itHitData = m_HitDataMap.find(&c_rHitData);
if (itHitData != m_HitDataMap.end())
{
@ -437,7 +437,7 @@ BOOL CActorInstance::__NormalAttackProcess(CActorInstance & rVictim)
//Tracef(" ----------- Next Hit : %d\n", itHitData->second.size());
int iCurrentHitCount = itHitData->second.size();
// NOTE : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 16<31><36><EFBFBD><EFBFBD> <20>Ѱ<EFBFBD>
// NOTE : 보통 공격은 16명이 한계
if (NRaceData::MOTION_TYPE_COMBO == pad->iMotionType || NRaceData::MOTION_TYPE_NORMAL == pad->iMotionType)
{
if (iCurrentHitCount > 16)
@ -458,7 +458,7 @@ BOOL CActorInstance::__NormalAttackProcess(CActorInstance & rVictim)
D3DXVECTOR3 v3HitPosition = (GetPosition() + rVictim.GetPosition()) *0.5f;
// #0000780: [M2KR] <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ÿ<>ݱ<EFBFBD> <20><><EFBFBD><EFBFBD>
// #0000780: [M2KR] 수룡 타격구 문제
extern bool IS_HUGE_RACE(unsigned int vnum);
if (IS_HUGE_RACE(rVictim.GetRace()))
{
@ -503,8 +503,8 @@ BOOL CActorInstance::TestPhysicsBlendingCollision(CActorInstance & rVictim)
if (fDistance > 800.0f*800.0f)
return FALSE;
// NOTE : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>϶<EFBFBD><CFB6><EFBFBD> Defending Sphere<EFBFBD><EFBFBD> Collision Check<EFBFBD><EFBFBD> <20>մϴ<D5B4>.
// NOTE : Wait<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ǵ<EFBFBD> <20><><EFBFBD>߿<EFBFBD> <20>հ<EFBFBD> <20><><EFBFBD><EFBFBD><EEB0A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>־.. - [levites]
// NOTE : 공격 중일때는 Defending Sphere Collision Check를 합니다.
// NOTE : Wait로 블렌딩 되는 도중에 뚫고 들어가는 문제가 있어서.. - [levites]
TCollisionPointInstanceList * pMainList;
TCollisionPointInstanceList * pVictimList;
if (isAttacking() || IsWaiting())
@ -589,17 +589,17 @@ BOOL CActorInstance::TestActorCollision(CActorInstance & rVictim)
return FALSE;
// Check Distance
// NOTE : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ָ<EFBFBD> üũ <20><><EFBFBD><EFBFBD>
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ŵ<EFBFBD>ó<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> ũ<>Ⱑ Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
// ij<EFBFBD><EFBFBD><EFBFBD>Ͱ<EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> Body Sphere Radius <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> ũ<><C5A9> <20>̵<EFBFBD><CCB5>ߴ<EFBFBD><DFB4><EFBFBD><EFBFBD><EFBFBD> üũ<C3BC>ϰ<EFBFBD>,
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>׷<EFBFBD><D7B7><EFBFBD> <20>ʴٸ<CAB4> <20>Ÿ<EFBFBD><C5B8><EFBFBD> üũ<C3BC>ؼ<EFBFBD> <20>ɷ<EFBFBD><C9B7>ش<EFBFBD>.
// NOTE : 적당히 멀면 체크 안함
// 프레임 스킵시나 대상 오브젝트의 크기가 클경우 문제가 생길 여지가 있음
// 캐릭터가 자신의 Body Sphere Radius 보다 더 크게 이동했는지를 체크하고,
// 만약 그렇지 않다면 거리로 체크해서 걸러준다.
D3DXVECTOR3 v3Distance = D3DXVECTOR3(rVictim.m_x - m_x, rVictim.m_y - m_y, rVictim.m_z - m_z);
float fDistance = D3DXVec3LengthSq(&v3Distance);
if (fDistance > 800.0f*800.0f)
return FALSE;
// NOTE : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>϶<EFBFBD><CFB6><EFBFBD> Defending Sphere<EFBFBD><EFBFBD> Collision Check<EFBFBD><EFBFBD> <20>մϴ<D5B4>.
// NOTE : Wait<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ǵ<EFBFBD> <20><><EFBFBD>߿<EFBFBD> <20>հ<EFBFBD> <20><><EFBFBD><EFBFBD><EEB0A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>־.. - [levites]
// NOTE : 공격 중일때는 Defending Sphere Collision Check를 합니다.
// NOTE : Wait로 블렌딩 되는 도중에 뚫고 들어가는 문제가 있어서.. - [levites]
TCollisionPointInstanceList * pMainList;
TCollisionPointInstanceList * pVictimList;
if (isAttacking() || IsWaiting())