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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@@ -517,7 +517,7 @@ void CSOC_Server::OnSendFile()
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BYTE bCode;
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if (Disassemble("B", &bCode)) {
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ASSERT((bCode == 0) || (bCode == 3));
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// 받아가시오 from Game to console...
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// Receiving from Game to console...
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SYSTEMTIME* pSysTime;
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WORD wSysTimeSize;
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GUID* pGUID;
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@@ -533,7 +533,7 @@ void CSOC_Server::OnSendFile()
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pSF = g_pCTCLManager->m_SFM_Recv.Find(*pGUID, nType);
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if (pSF) {
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if (bCode == 3) {
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// 미션리뷰 서버가 mission review 받았다는 것을 받았느냐?
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// Did we receive confirmation the mission review server got the mission review?
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pSF->m_bProcessed = true;
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g_pCTCLManager->m_SFM_Recv.Cut(pSF);
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g_pCTCLManager->m_SFM_Done.AddTail(pSF);
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@@ -910,7 +910,7 @@ void CSOC_Client::OnSendFile()
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BYTE bCode;
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if (Disassemble("B", &bCode)) {
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ASSERT((bCode == 1) || (bCode == 2));
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// 받았오 from console to Game...
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// Received from console to Game...
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SYSTEMTIME* pSysTime;
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WORD wSysTimeSize;
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GUID* pGUID;
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@@ -1438,21 +1438,21 @@ void CCTCLManager::Run()
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#endif // !defined(CTCL_LAUNCHER)
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} else {
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/*
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클라이언트나 서버의 경우 실행되는 코드이다.
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Code executed for both client and server.
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*있을수 있는 상태들
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서버/클라이언트가 결정되기전.. 명령 대기상태
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(종료/서버시작/클라이언트 시작등의 명령이 올수 있다.)
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*Possible states:
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Before server/client role is determined: waiting for commands
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(Commands such as exit/start-server/start-client may arrive.)
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서버로 실행되어 서버 메크 설정에 대한 데이타를 기다리는 상태
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(CreateSession가 실행된 상태이다.)
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서버로 실행되어 Bot들에 대한 정보를 기다리는 상태
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(클라이언트의 참여는 클라이언트와 서버간에 자동으로 이루어진다.)
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서버로 실행되어 Launch를 기다리는 상태
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Running as server, waiting for server mech configuration data
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(State after CreateSession has been called.)
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Running as server, waiting for Bot information
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(Client joining happens automatically between client and server.)
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Running as server, waiting for Launch
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==>클라이언트는 실행즉시 데이타들이 전달되므로 대기상태가 없다.
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==>Client has no waiting state as data is transferred immediately on startup.
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==>각각의 상태를 정의하고 각 상태에 맞는 처리를 해주면 된다.
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==>Define each state and implement the appropriate handling for each.
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switch(state){
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}
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*/
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@@ -1534,8 +1534,8 @@ void CCTCLManager::DoMech4Comm()
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}
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break;
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case 1:
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//서버/클라이언트로서 실행준비하도록 명령을 전달한다.
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//또한 서버를 실행하는데 필요한 모든 파라미터도 함께 전달한다.
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//Send command to prepare for execution as server/client.
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//Also transmit all parameters required to run the server.
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for(i = 0; i < g_nPlayerInfos; i++) {
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SPlayerInfo& pi = g_aPlayerInfos[i];
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if (!pi.m_bBot) {
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@@ -1562,12 +1562,12 @@ void CCTCLManager::DoMech4Comm()
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}
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}
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if (i == g_nPlayerInfos) {
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// Bot들에 대한 정보를 모두 한데 묶어서 보낸다.
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// Bundle and send all Bot information together.
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CPacket pak(&SVR.GetGameSOC());
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pak.Assemble("B", C_BOTS);
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for(i = 0; i < g_nPlayerInfos; i++) {
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if (i != g_nServer) { // 원래 Bot만 지금은 서버를 제외한 전부...
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if (i != g_nServer) { // Originally bots only; now everyone except the server...
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SPlayerInfo& pi = g_aPlayerInfos[i];
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pak.Assemble("BnsDWwsnn", pi.m_bBot, pi.m_nLevelOrTesla, pi.m_szName, pi.m_nMechIndex, pi.m_fileID, pi.m_recordID, pi.m_szMech, pi.m_nTeamOrSkin, pi.m_nDecal);
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}
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@@ -1578,10 +1578,10 @@ void CCTCLManager::DoMech4Comm()
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}
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break;
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case 4:
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// 게임이 성공적으로 만들어지면 서버와 클라이언트들의 Mech에 대한 정보들을 Set한다...
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// Once the game is successfully created, set Mech info for server and all clients...
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if (SOCGame.m_nGameReturn == _EGR_OkCreateSession) {
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for(i = 0; i < g_nPlayerInfos; i++) {
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if (i != g_nServer) { // 서버는 이미 SetMech에 진입한 상태...
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if (i != g_nServer) { // Server has already entered SetMech...
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SPlayerInfo& pi = g_aPlayerInfos[i];
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if (!pi.m_bBot) {
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CTeslaInfo& ti = m_aTIs.GetAt(pi.m_nLevelOrTesla);
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@@ -1594,8 +1594,8 @@ void CCTCLManager::DoMech4Comm()
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}
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break;
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case 6:
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//모든 클라이언드들이 서버에 참여하기를 기다린다.<==이 응답은 서버로 부터 얻을 수 있다.
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//참여가 모두 끝났으면, 서버로 하여금 게임을 Launch시키도록 한다.
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//Wait for all clients to join the server. <==This response comes from the server.
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//Once all clients have joined, instruct the server to Launch the game.
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if (SOCGame.m_nGameReturn == _EGR_OkLaunchReady) {
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g_nMech4Comm = 9;
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}
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