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).
This commit is contained in:
2026-07-18 13:10:31 -05:00
parent eaa5fd3bbe
commit af416960fa
171 changed files with 973 additions and 973 deletions
+4 -4
View File
@@ -12980,10 +12980,10 @@ void CTCL_API CTCL_SetMissionParams()
//}
NetMissionParameters::MWNetMissionParameters* lparams = app->GetLocalNetParams();
lparams->m_killLimit = 0; // no kill limit - 목표치
lparams->m_killLimit = 0; // no kill limit - target value
lparams->m_killLimitNumber = 0;
lparams->m_respawnLimit = 0; // 생명제한을 둘 것인가?
lparams->m_respawnLimitNumber = 0; // 생명수
lparams->m_respawnLimit = 0; // apply a respawn limit?
lparams->m_respawnLimitNumber = 0; // number of lives
//params->m_isNight = params.m_isNight;
lparams->m_onlyStockMech = FALSE;
lparams->m_playMissionReview = 0; // params.m_playMissionReview;
@@ -13250,7 +13250,7 @@ void CTCL_API CTCL_CheckServerReady()
int i, nOK, nCount = Network::GetInstance()->GetPlayerCount();
BOOL bOK = FALSE;
if (nCount == (g_nTeslas + 1)) { // 모든 클라이언트가 접속이 되어 있을 때...
if (nCount == (g_nTeslas + 1)) { // when all clients are connected...
for(nOK = 0, i = 0; i < Maximum_Players; ++i) {
if (i != Connection::Server->GetID()) {
const MechWarrior4::ServedConnectionData& scd = app->servedConnectionData[i];