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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@@ -190,10 +190,10 @@ int bloatSizeTable[8] = {
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extern bool(__cdecl *NoCDMessageFunction)(void);
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extern bool gNoDialogs;
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//상훈.. begin
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//sanghoon begin
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extern bool use_shgui;
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extern int SCREENS;
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//상훈.. end
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//sanghoon end
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bool gRunEula=true;
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bool gNoCD=false;
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@@ -290,13 +290,13 @@ void _stdcall InitializeGameEngine()
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// bool needflip=Environment.fullScreen && IsFirstRun();
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//상훈 앞
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//sanghoon begin
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bool needflip=false;
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//상훈 뒤
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//sanghoon end
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if(needflip){
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//상훈 앞
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//sanghoon begin
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//MessageBeep(MB_ICONEXCLAMATION);
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//상훈 뒤
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//sanghoon end
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EnterWindowMode();
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}
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@@ -336,7 +336,7 @@ void _stdcall InitializeGameEngine()
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{
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//Original
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//page->GetEntry("videodriverindex",&Environment.FullScreenDevice);
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//상훈
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//sanghoon
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Environment.FullScreenDevice=0;
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page->GetEntry("antialias",&Environment.AntiAlias);
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page->GetEntry("bitdepth",&Environment.bitDepth);
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@@ -355,7 +355,7 @@ void _stdcall InitializeGameEngine()
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//Original
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//page->GetEntry("HudDamageMode",&VehicleInterface::hudDamageMode);
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//page->GetEntry("HudTargetDamageMode",&VehicleInterface::hudTargetDamageMode);
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//상훈
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//sanghoon
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VehicleInterface::hudDamageMode=false;
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VehicleInterface::hudTargetDamageMode=false;
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}
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@@ -1088,9 +1088,9 @@ DWORD __stdcall gos_EnableSetting( gosSetting Setting, DWORD Value );
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Environment.soundDisable = (strstr(all_lower, "-nosound") != NULL);
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Environment.fullScreen = (strstr(all_lower, "-window") == NULL);
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//상훈짱.. begin
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//sanghoon begin
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use_shgui=Environment.fullScreen?1:0;
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//상훈짱.. end
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//sanghoon end
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gNoAutoConfig= (strstr(all_lower, "-noautoconfig") != NULL);
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