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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@@ -209,14 +209,14 @@ void
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Renderer::SetRendererStatus(status);
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}
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//상훈짱 begin
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//sanghoon begin
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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 IDirectDrawSurface7* SH_TargetBufferSurface;
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extern IDirect3DDevice7* d3dDevice7;
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//상훈짱 end
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//sanghoon end
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -251,7 +251,7 @@ void
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SortedChainIteratorOf<CameraComponent *, int> camera_iterator(&secondaryCameras);
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CameraComponent *camera;
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//상훈 앞
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//sanghoon begin
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if(hsh_initialized){
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if((camera = camera_iterator.ReadAndNext()) != NULL)
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{
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@@ -329,7 +329,7 @@ extern IDirectDrawSurface7* SH_TargetBufferSurface;
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}
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}
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}
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//상훈 뒤
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//sanghoon end
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sceneCamera->Execute();
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@@ -353,9 +353,9 @@ extern IDirectDrawSurface7* SH_TargetBufferSurface;
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}
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}
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}
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//상훈 앞
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//sanghoon begin
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#if 1
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//여기에 swirling effect를 그린다.
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//Draw swirling effect here.
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extern LPDIRECT3DDEVICE7 d3dDevice7;
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extern IDirectDrawSurface7* SH_SwirlTexture;
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@@ -369,8 +369,8 @@ extern IDirectDrawSurface7* SH_TargetBufferSurface;
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preload_isdeathmode=true;
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}
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#endif
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//상훈 뒤
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//상훈.. end
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//sanghoon end
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//sanghoon end
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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