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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@@ -3092,13 +3092,13 @@ bool FirstRunEula(const char *eula_filename,const char *warranty_filename)
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if (NULL == hMod)
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hMod = LoadLibrary("EBUEula.dll");
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if (NULL == hMod) // can’t attach to DLL
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if (NULL == hMod) // can't attach to DLL
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{
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STOP(("Cannot Load EBUEula.dll"));
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}
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pfnEBUEula = (EBUPROC) GetProcAddress(hMod, "EBUEula");
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if (NULL == pfnEBUEula) // can’t find entry point
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if (NULL == pfnEBUEula) // can't find entry point
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{
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FreeLibrary(hMod);
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STOP(("Cannot Find Entry Point to EBUEula.dll"));
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@@ -3107,9 +3107,9 @@ bool FirstRunEula(const char *eula_filename,const char *warranty_filename)
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//
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//This call enables both EULA and warranty accepting/viewing/printing. If your
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//game doesn’t ship with a WARRANTY file, specifiy NULL instead of szWarranty…
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//game doesn't ship with a WARRANTY file, specifiy NULL instead of szWarranty...
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//The code below, for instance, works with both OEM and retail builds…
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//The code below, for instance, works with both OEM and retail builds...
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//
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const char *pszWarrantyParam = 0xFFFFFFFF != GetFileAttributes(warranty_filename) ? warranty_filename : NULL;
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