Translate Korean comments/strings to English; fix UTF-8 encoding across source tree
Korean translation (84 source files, 876 lines): - Translated all EUC-KR/CP949 Korean developer comments to English across 84 source files in Gameleap/code/. Zero Korean bytes remain outside the intentional font-table headers (D3FFontEdit2/fontedit all.h etc.). - Comment markers: //상훈 앞/뒤 -> //sanghoon begin/end (Sang-hun's code region markers); //상훈짱 begin/end, //상훈.. variants; // 鉉 -> // hyun (second developer's markers); // 鉉 - start/end patterns. - Functional string translations in recscore.cpp (mw4 + mw4print copies): body-part return values (왼발/오른발/etc. -> Left Leg/Right Leg/etc.), kill-announcer format strings (~30 entries), and the nonmfc.h assert dialog. - GosView profiler: 킪 -> us (microseconds) in timing display strings. - Network/socket code (ctcl.cpp, mugsocs.h, ctime.cpp across Launcher/ MW4Application/MW4GameEd2/AnimScript): state-machine comments, socket ID comments, login/session management comments. - render.hpp CHSH_Device member comments; GUIRadarManager.cpp drawing routine comments; hudchat/hudcomp2/huddamage/hudmap/hudweapon/hudtarg HUD component comments. - DXRasterizer.cpp: cleaned residual U+FFFD replacement characters left from a prior partial encoding conversion. UTF-8 encoding cleanup (76+ files): - Latin-1 single bytes converted to proper UTF-8 multi-byte sequences: © (0xA9) in 3dsmax4/Maxscrpt Autodesk/Wainwright copyright headers, ® (0xAE) in gosHelp/Remote.cpp, · (0xB7) bullet points in ai command.hpp, Û (0xDB) in SafeChain_Test.cpp tool header, ß (0xDF) in AnimationSuite version strings (8 files). - Font lookup tables (D3FFontEdit2/, fontedit/ *.h) intentionally left as-is: raw byte values are C array data, not text. Language DLL: - Replaced Gameleap/mw4/Language.dll (original Korean binary) and MW4/Language.dll with freshly built English version from Language - Win32 English config (Language.dsp). Fixes Korean button labels in the GameOS exception/crash dialog (??? ??... / ?? / ??? were showing instead of More Details.../Continue/Exit).
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@@ -121,7 +121,7 @@
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void InitComFuncs (void);
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void KillComFuncs (void);
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// úè - start
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// hyun begin
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typedef long LONG;
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typedef struct DIJOYSTATE {
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LONG lX;
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@@ -141,7 +141,7 @@ extern void (__stdcall *g_pfnRIO_ButtonEvent)(BYTE* by);
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extern void __stdcall RIO_Joy(DIJOYSTATE& js);
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extern void __stdcall RIO_ButEvent(BYTE* by);
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// úè - end
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// hyun end
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namespace MW4AI
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{
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@@ -200,13 +200,13 @@ Stuff::Scalar MechWarrior4::DECRYPT (Stuff::Scalar value)
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void
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MechWarrior4::InitializeClasses(Stuff::NotationFile *startup_ini)
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{
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// úè - start
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// hyun begin
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if (g_bUseOrgJoy)
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g_pfnRIO_Joy = NULL;
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else
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g_pfnRIO_Joy = RIO_Joy;
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g_pfnRIO_ButtonEvent = RIO_ButEvent;
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// úè - end
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// hyun end
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Verify(!g_LibraryHeap);
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g_LibraryHeap = gos_CreateMemoryHeap("MechWarrior4(All)");
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@@ -753,8 +753,8 @@ void
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gos_DestroyMemoryHeap(g_LibraryHeap);
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g_LibraryHeap = NULL;
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// úè - start
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// hyun begin
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g_pfnRIO_ButtonEvent = NULL;
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g_pfnRIO_Joy = NULL;
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// úè - end
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// hyun end
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}
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