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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@@ -12980,10 +12980,10 @@ void CTCL_API CTCL_SetMissionParams()
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//}
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NetMissionParameters::MWNetMissionParameters* lparams = app->GetLocalNetParams();
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lparams->m_killLimit = 0; // no kill limit - 목표치
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lparams->m_killLimit = 0; // no kill limit - target value
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lparams->m_killLimitNumber = 0;
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lparams->m_respawnLimit = 0; // 생명제한을 둘 것인가?
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lparams->m_respawnLimitNumber = 0; // 생명수
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lparams->m_respawnLimit = 0; // apply a respawn limit?
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lparams->m_respawnLimitNumber = 0; // number of lives
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//params->m_isNight = params.m_isNight;
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lparams->m_onlyStockMech = FALSE;
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lparams->m_playMissionReview = 0; // params.m_playMissionReview;
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@@ -13250,7 +13250,7 @@ void CTCL_API CTCL_CheckServerReady()
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int i, nOK, nCount = Network::GetInstance()->GetPlayerCount();
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BOOL bOK = FALSE;
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if (nCount == (g_nTeslas + 1)) { // 모든 클라이언트가 접속이 되어 있을 때...
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if (nCount == (g_nTeslas + 1)) { // when all clients are connected...
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for(nOK = 0, i = 0; i < Maximum_Players; ++i) {
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if (i != Connection::Server->GetID()) {
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const MechWarrior4::ServedConnectionData& scd = app->servedConnectionData[i];
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