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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@@ -8,14 +8,14 @@
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#include "mwapplication.hpp"
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// MSL 5.02 Nav Points
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#include "navpoint.hpp"
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//상훈짱 begin
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//sanghoon begin
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#include <windows.h>
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#include <ddraw.h>
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#include <d3d.h>
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#include <GameOS\render.hpp>
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extern char AssetsDirectory1[MAX_PATH];
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//상훈짱 end
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//sanghoon end
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const Stuff::Time SHOT_TIME = 2.0;
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@@ -37,7 +37,7 @@ HUDMap::HUDMap():
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AddTexture ("hud\\map",0,28,28,228,228);
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else{
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AddTexture (model->m_HudMap,0,0,0,255,255);
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//상훈 앞
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//sanghoon begin
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radar_device.MapDrawn=false;
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/*
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if(hsh_initialized){
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@@ -49,7 +49,7 @@ HUDMap::HUDMap():
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radar_device.MapDrawn=true;
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}
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*/
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//상훈 뒤
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//sanghoon end
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}
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Location (Point3D (301,399,0.9f));
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@@ -154,7 +154,7 @@ void HUDMap::DrawImplementation(void)
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Point3D loc,size;
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int i;
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//맵을 그린다.
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//Draw the map.
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Vehicle *vehicle = m_Vehicle.GetCurrent();
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loc = Location ();
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@@ -163,7 +163,7 @@ void HUDMap::DrawImplementation(void)
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// loc.y -= (size.y/2.0f);
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m_Textures[0]->Draw (loc,size,MakeColor (255,255,255,255),HUDTexture::NO_FLIP,true);
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//Torso Sweep(파이모양 시야각 표시도형)을 표시한다.
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//Display Torso Sweep (pie-shaped field-of-view indicator).
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if (NULL == vehicle)
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return;
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@@ -214,7 +214,7 @@ void HUDMap::DrawImplementation(void)
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//Draw Radar Blips
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//레이다의 오브젝트들을 표시한다.
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//Display radar objects.
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MWObject *current_object;
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for(i=0;i<vehicle->GetSensor()->numberOfContacts;i++)
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@@ -332,7 +332,7 @@ void HUDMap::DrawImplementation(void)
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color = MakeColor (255,255,255,250);
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m_Textures[id+20]->Draw (Point3D (object_display_pos.x,object_display_pos.y,0.9f),size,color,HUDTexture::NO_FLIP,true);
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}
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//작전 범위(Boundary) 표시 다각형(주황빨강)
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//Operation boundary display polygon (orange-red)
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size = Size ();
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loc = Location ();
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Mission *miss;
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