Files
firestorm/korean_diff.html
T
dicion 92aaedfcbb Add Korean translation diff HTML for documentation
korean_diff.html: side-by-side GitHub-style diff of all 171 source files
changed in the Korean->English translation commit (af416960). Shows the
original EUC-KR/CP949 Korean text on the left and the English replacement
on the right, including the UTF-8 encoding cleanup changes.

Generated from: git diff HEAD~1..HEAD (af416960) for documentation/
review purposes. Not a build input.
2026-07-18 13:17:33 -05:00

5831 lines
873 KiB
HTML

<!DOCTYPE html><html><head><meta charset="utf-8">
<title>Korean Translation Diff</title>
<style>
body{font-family:monospace;font-size:12px;background:#0d1117;color:#e6edf3;margin:0;padding:0}
h2{background:#161b22;color:#58a6ff;padding:8px 16px;margin:0;border-bottom:1px solid #30363d;position:sticky;top:0;z-index:10}
.file-block{border:1px solid #30363d;margin:16px;border-radius:6px;overflow:hidden}
table{width:100%;border-collapse:collapse}
td{padding:2px 8px;white-space:pre;vertical-align:top}
.ln{color:#484f58;width:40px;text-align:right;user-select:none;border-right:1px solid #21262d}
.del{background:#3d1f1f} .del .code{color:#ff7b72}
.add{background:#1a3326} .add .code{color:#7ee787}
.eq{}
.hunk{background:#1c2128;color:#58a6ff;padding:4px 8px;font-style:italic}
.summary{color:#8b949e;padding:4px 16px;background:#161b22;border-bottom:1px solid #21262d}
</style></head><body>
<div class="file-block">
<h2>Gameleap/code/CoreTech/Code/GosView1/GosTracePane.cpp</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">// GosTracePane.cpp : implementation file</td><td class="ln">1</td><td class="code">// GosTracePane.cpp : implementation file</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//</td><td class="ln">2</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 100 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">104</td><td class="code"> else</td><td class="ln">104</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">105</td><td class="code"> if( secs*1000000.f &gt;= 1.0f )</td><td class="ln">105</td><td class="code"> if( secs*1000000.f &gt;= 1.0f )</td></tr>
<tr class="eq"><td class="ln">106</td><td class="code"> {</td><td class="ln">106</td><td class="code"> {</td></tr>
<tr><td class="ln del">107</td><td class="del code"> sprintf(TimeStr,&quot;%.2f 킪&quot;, secs*1000000.f);</td><td class="ln add">107</td><td class="add code"> sprintf(TimeStr,&quot;%.2f us&quot;, secs*1000000.f);</td></tr>
<tr class="eq"><td class="ln">108</td><td class="code"> }</td><td class="ln">108</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">109</td><td class="code"> else</td><td class="ln">109</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">110</td><td class="code"> {</td><td class="ln">110</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 600 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">711</td><td class="code"> pCmdUI-&gt;Enable( m_nLineThickness != 2 );</td><td class="ln">711</td><td class="code"> pCmdUI-&gt;Enable( m_nLineThickness != 2 );</td></tr>
<tr class="eq"><td class="ln">712</td><td class="code"></td><td class="ln">712</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">713</td><td class="code">}</td><td class="ln">713</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/CoreTech/Code/GosView1/ZoomDialog.cpp</h2>
<div class="summary">+3 -3 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">// ZoomDialog.cpp : implementation file</td><td class="ln">1</td><td class="code">// ZoomDialog.cpp : implementation file</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//</td><td class="ln">2</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 20 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">24</td><td class="code"> &quot;1nS / div&quot;, // 10^-9</td><td class="ln">24</td><td class="code"> &quot;1nS / div&quot;, // 10^-9</td></tr>
<tr class="eq"><td class="ln">25</td><td class="code"> &quot;10nS / div&quot;, // 10^-8</td><td class="ln">25</td><td class="code"> &quot;10nS / div&quot;, // 10^-8</td></tr>
<tr class="eq"><td class="ln">26</td><td class="code"> &quot;100nS / div&quot;,</td><td class="ln">26</td><td class="code"> &quot;100nS / div&quot;,</td></tr>
<tr><td class="ln del">27</td><td class="del code"> &quot;1킪 / div&quot;,</td><td class="ln add">27</td><td class="add code"> &quot;1us / div&quot;,</td></tr>
<tr><td class="ln del">28</td><td class="del code"> &quot;10킪 / div&quot;,</td><td class="ln add">28</td><td class="add code"> &quot;10us / div&quot;,</td></tr>
<tr><td class="ln del">29</td><td class="del code"> &quot;100킪 / div&quot;,</td><td class="ln add">29</td><td class="add code"> &quot;100us / div&quot;,</td></tr>
<tr class="eq"><td class="ln">30</td><td class="code"> &quot;1mS / div&quot;,</td><td class="ln">30</td><td class="code"> &quot;1mS / div&quot;,</td></tr>
<tr class="eq"><td class="ln">31</td><td class="code"> &quot;10mS / div&quot;,</td><td class="ln">31</td><td class="code"> &quot;10mS / div&quot;,</td></tr>
<tr class="eq"><td class="ln">32</td><td class="code"> &quot;100mS / div&quot;,</td><td class="ln">32</td><td class="code"> &quot;100mS / div&quot;,</td></tr>
<tr><td colspan="4" class="hunk">... 122 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">155</td><td class="code"></td><td class="ln">155</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">156</td><td class="code"></td><td class="ln">156</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">157</td><td class="code"></td><td class="ln">157</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/CoreTech/Code/GosView2/GosTracePane.cpp</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">// GosTracePane.cpp : implementation file</td><td class="ln">1</td><td class="code">// GosTracePane.cpp : implementation file</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//</td><td class="ln">2</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 100 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">104</td><td class="code"> else</td><td class="ln">104</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">105</td><td class="code"> if( secs*1000000.f &gt;= 1.0f )</td><td class="ln">105</td><td class="code"> if( secs*1000000.f &gt;= 1.0f )</td></tr>
<tr class="eq"><td class="ln">106</td><td class="code"> {</td><td class="ln">106</td><td class="code"> {</td></tr>
<tr><td class="ln del">107</td><td class="del code"> sprintf(TimeStr,&quot;%.2f 킪&quot;, secs*1000000.f);</td><td class="ln add">107</td><td class="add code"> sprintf(TimeStr,&quot;%.2f us&quot;, secs*1000000.f);</td></tr>
<tr class="eq"><td class="ln">108</td><td class="code"> }</td><td class="ln">108</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">109</td><td class="code"> else</td><td class="ln">109</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">110</td><td class="code"> {</td><td class="ln">110</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 600 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">711</td><td class="code"> pCmdUI-&gt;Enable( m_nLineThickness != 2 );</td><td class="ln">711</td><td class="code"> pCmdUI-&gt;Enable( m_nLineThickness != 2 );</td></tr>
<tr class="eq"><td class="ln">712</td><td class="code"></td><td class="ln">712</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">713</td><td class="code">}</td><td class="ln">713</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/CoreTech/Code/GosView2/ZoomDialog.cpp</h2>
<div class="summary">+3 -3 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">// ZoomDialog.cpp : implementation file</td><td class="ln">1</td><td class="code">// ZoomDialog.cpp : implementation file</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//</td><td class="ln">2</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 20 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">24</td><td class="code"> &quot;1nS / div&quot;, // 10^-9</td><td class="ln">24</td><td class="code"> &quot;1nS / div&quot;, // 10^-9</td></tr>
<tr class="eq"><td class="ln">25</td><td class="code"> &quot;10nS / div&quot;, // 10^-8</td><td class="ln">25</td><td class="code"> &quot;10nS / div&quot;, // 10^-8</td></tr>
<tr class="eq"><td class="ln">26</td><td class="code"> &quot;100nS / div&quot;,</td><td class="ln">26</td><td class="code"> &quot;100nS / div&quot;,</td></tr>
<tr><td class="ln del">27</td><td class="del code"> &quot;1킪 / div&quot;,</td><td class="ln add">27</td><td class="add code"> &quot;1us / div&quot;,</td></tr>
<tr><td class="ln del">28</td><td class="del code"> &quot;10킪 / div&quot;,</td><td class="ln add">28</td><td class="add code"> &quot;10us / div&quot;,</td></tr>
<tr><td class="ln del">29</td><td class="del code"> &quot;100킪 / div&quot;,</td><td class="ln add">29</td><td class="add code"> &quot;100us / div&quot;,</td></tr>
<tr class="eq"><td class="ln">30</td><td class="code"> &quot;1mS / div&quot;,</td><td class="ln">30</td><td class="code"> &quot;1mS / div&quot;,</td></tr>
<tr class="eq"><td class="ln">31</td><td class="code"> &quot;10mS / div&quot;,</td><td class="ln">31</td><td class="code"> &quot;10mS / div&quot;,</td></tr>
<tr class="eq"><td class="ln">32</td><td class="code"> &quot;100mS / div&quot;,</td><td class="ln">32</td><td class="code"> &quot;100mS / div&quot;,</td></tr>
<tr><td colspan="4" class="hunk">... 122 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">155</td><td class="code"></td><td class="ln">155</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">156</td><td class="code"></td><td class="ln">156</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">157</td><td class="code"></td><td class="ln">157</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/CoreTech/Libraries/GameOS/3DRasterizer.cpp</h2>
<div class="summary">+4 -4 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;pch.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;pch.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//===========================================================================//</td><td class="ln">2</td><td class="code">//===========================================================================//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">// File: 3DRasterizer.cpp //</td><td class="ln">3</td><td class="code">// File: 3DRasterizer.cpp //</td></tr>
<tr><td colspan="4" class="hunk">... 1028 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1032</td><td class="code">// You can only clear the backbuffer or Z buffer on the FIRST setup viewport (outside the Begin/End Scene</td><td class="ln">1032</td><td class="code">// You can only clear the backbuffer or Z buffer on the FIRST setup viewport (outside the Begin/End Scene</td></tr>
<tr class="eq"><td class="ln">1033</td><td class="code">//</td><td class="ln">1033</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">1034</td><td class="code"></td><td class="ln">1034</td><td class="code"></td></tr>
<tr><td class="ln del">1035</td><td class="del code">//상훈 앞</td><td class="ln add">1035</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">1036</td><td class="code">void __cdecl ClearTargetCameraBackBuffer()</td><td class="ln">1036</td><td class="code">void __cdecl ClearTargetCameraBackBuffer()</td></tr>
<tr class="eq"><td class="ln">1037</td><td class="code">{</td><td class="ln">1037</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">1038</td><td class="code"> D3DRECT rc={0,10,120,112};</td><td class="ln">1038</td><td class="code"> D3DRECT rc={0,10,120,112};</td></tr>
<tr class="eq"><td class="ln">1039</td><td class="code"> wClear(d3dDevice7,1,&amp;rc,D3DCLEAR_TARGET,0xFF00FFFF,0,0);</td><td class="ln">1039</td><td class="code"> wClear(d3dDevice7,1,&amp;rc,D3DCLEAR_TARGET,0xFF00FFFF,0,0);</td></tr>
<tr class="eq"><td class="ln">1040</td><td class="code"> return ;</td><td class="ln">1040</td><td class="code"> return ;</td></tr>
<tr class="eq"><td class="ln">1041</td><td class="code">}</td><td class="ln">1041</td><td class="code">}</td></tr>
<tr><td class="ln del">1042</td><td class="del code">//상훈 뒤</td><td class="ln add">1042</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">1043</td><td class="code"></td><td class="ln">1043</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1044</td><td class="code">void __stdcall gos_SetupViewport( bool FillZ, float ZBuffer, bool FillBG, DWORD BGColor, float top, float left, float bottom, float right, bool ClearStencil, DWORD StencilValue )</td><td class="ln">1044</td><td class="code">void __stdcall gos_SetupViewport( bool FillZ, float ZBuffer, bool FillBG, DWORD BGColor, float top, float left, float bottom, float right, bool ClearStencil, DWORD StencilValue )</td></tr>
<tr class="eq"><td class="ln">1045</td><td class="code">{</td><td class="ln">1045</td><td class="code">{</td></tr>
<tr><td class="ln del">1046</td><td class="del code"> //상훈짱...</td><td class="ln add">1046</td><td class="add code"> //sanghoon</td></tr>
<tr><td class="ln del">1047</td><td class="del code"> //원래의 법칙에 어긋나는 행동이기 때문에 ASSERT를 무시한다.</td><td class="ln add">1047</td><td class="add code"> //This violates the normal rules, so we suppress the ASSERT.</td></tr>
<tr class="eq"><td class="ln">1048</td><td class="code"> //gosASSERT( !InsideBeginScene || !(FillZ || FillBG) );</td><td class="ln">1048</td><td class="code"> //gosASSERT( !InsideBeginScene || !(FillZ || FillBG) );</td></tr>
<tr class="eq"><td class="ln">1049</td><td class="code">//</td><td class="ln">1049</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">1050</td><td class="code">// Work out size of viewport</td><td class="ln">1050</td><td class="code">// Work out size of viewport</td></tr>
<tr><td colspan="4" class="hunk">... 226 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1277</td><td class="code"></td><td class="ln">1277</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1278</td><td class="code"></td><td class="ln">1278</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1279</td><td class="code"></td><td class="ln">1279</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/CoreTech/Libraries/GameOS/ControlManager.cpp</h2>
<div class="summary">+3 -3 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;pch.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;pch.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//===========================================================================//</td><td class="ln">2</td><td class="code">//===========================================================================//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">// File: ControlManager.cpp //</td><td class="ln">3</td><td class="code">// File: ControlManager.cpp //</td></tr>
<tr><td colspan="4" class="hunk">... 43 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">47</td><td class="code">bool DisablePolling=0;</td><td class="ln">47</td><td class="code">bool DisablePolling=0;</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code">void CMRestoreEffects( int stick );</td><td class="ln">48</td><td class="code">void CMRestoreEffects( int stick );</td></tr>
<tr class="eq"><td class="ln">49</td><td class="code"></td><td class="ln">49</td><td class="code"></td></tr>
<tr><td class="ln del">50</td><td class="del code">// 鉉 - start</td><td class="ln add">50</td><td class="add code">// hyun begin</td></tr>
<tr class="eq"><td class="ln">51</td><td class="code">int g_bUseOrgJoy = TRUE;</td><td class="ln">51</td><td class="code">int g_bUseOrgJoy = TRUE;</td></tr>
<tr class="eq"><td class="ln">52</td><td class="code">void (__stdcall *g_pfnRIO_Joy)(DIJOYSTATE&amp; js) = NULL; // Check out Test ..</td><td class="ln">52</td><td class="code">void (__stdcall *g_pfnRIO_Joy)(DIJOYSTATE&amp; js) = NULL; // Check out Test ..</td></tr>
<tr class="eq"><td class="ln">53</td><td class="code">bool g_bNoWeaponRangeCheck = false;</td><td class="ln">53</td><td class="code">bool g_bNoWeaponRangeCheck = false;</td></tr>
<tr><td class="ln del">54</td><td class="del code">// 鉉 - end</td><td class="ln add">54</td><td class="add code">// hyun end</td></tr>
<tr class="eq"><td class="ln">55</td><td class="code">//</td><td class="ln">55</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">56</td><td class="code">//</td><td class="ln">56</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">57</td><td class="code">// Initialize the DirectInput devices</td><td class="ln">57</td><td class="code">// Initialize the DirectInput devices</td></tr>
<tr><td colspan="4" class="hunk">... 421 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">479</td><td class="code"></td><td class="ln">479</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">480</td><td class="code"> if( EnableDisplayInfo==0 ) {</td><td class="ln">480</td><td class="code"> if( EnableDisplayInfo==0 ) {</td></tr>
<tr class="eq"><td class="ln">481</td><td class="code">disp:</td><td class="ln">481</td><td class="code">disp:</td></tr>
<tr><td class="ln del">482</td><td class="del code"> sprintf(DisplayInfoText, &quot;COIN: %d 코인이래요&quot;, g_nCoinCount);</td><td class="ln add">482</td><td class="add code"> sprintf(DisplayInfoText, &quot;COIN: %d coins&quot;, g_nCoinCount);</td></tr>
<tr class="eq"><td class="ln">483</td><td class="code"> EnableDisplayInfo = 1;</td><td class="ln">483</td><td class="code"> EnableDisplayInfo = 1;</td></tr>
<tr class="eq"><td class="ln">484</td><td class="code"> } else if (EnableDisplayInfo==2) {</td><td class="ln">484</td><td class="code"> } else if (EnableDisplayInfo==2) {</td></tr>
<tr class="eq"><td class="ln">485</td><td class="code"> if( timeGetTime() &lt; EndDisplayInfoTime+50 ) {</td><td class="ln">485</td><td class="code"> if( timeGetTime() &lt; EndDisplayInfoTime+50 ) {</td></tr>
<tr><td colspan="4" class="hunk">... 401 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">887</td><td class="code"> }</td><td class="ln">887</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">888</td><td class="code"> }</td><td class="ln">888</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">889</td><td class="code">}</td><td class="ln">889</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/CoreTech/Libraries/GameOS/DXRasterizer.cpp</h2>
<div class="summary">+30 -30 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;pch.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;pch.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//</td><td class="ln">2</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">//===========================================================================//</td><td class="ln">3</td><td class="code">//===========================================================================//</td></tr>
<tr><td colspan="4" class="hunk">... 96 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">100</td><td class="code">IDirectDraw7* CurrentDDobject = NULL; // DirectDraw object for rendering (can be the same as DDObject)</td><td class="ln">100</td><td class="code">IDirectDraw7* CurrentDDobject = NULL; // DirectDraw object for rendering (can be the same as DDObject)</td></tr>
<tr class="eq"><td class="ln">101</td><td class="code">IDirectDrawSurface7* ZBufferSurface = NULL; // ZBuffer surface</td><td class="ln">101</td><td class="code">IDirectDrawSurface7* ZBufferSurface = NULL; // ZBuffer surface</td></tr>
<tr class="eq"><td class="ln">102</td><td class="code">IDirectDrawSurface7* RefZBufferSurface = NULL; // Referemce rasterizer ZBuffer surface</td><td class="ln">102</td><td class="code">IDirectDrawSurface7* RefZBufferSurface = NULL; // Referemce rasterizer ZBuffer surface</td></tr>
<tr><td class="ln del">103</td><td class="del code">//占쏙옙占쏙옙 占쏙옙</td><td class="ln add">103</td><td class="add code">//sanghoon marker</td></tr>
<tr class="eq"><td class="ln">104</td><td class="code">IDirectDrawSurface7* SH_TargetBufferSurface = NULL;</td><td class="ln">104</td><td class="code">IDirectDrawSurface7* SH_TargetBufferSurface = NULL;</td></tr>
<tr class="eq"><td class="ln">105</td><td class="code">IDirectDrawSurface7* SH_SwirlTexture= NULL;</td><td class="ln">105</td><td class="code">IDirectDrawSurface7* SH_SwirlTexture= NULL;</td></tr>
<tr class="eq"><td class="ln">106</td><td class="code">IDirectDrawSurface7* SH_GameEndTexture= NULL;</td><td class="ln">106</td><td class="code">IDirectDrawSurface7* SH_GameEndTexture= NULL;</td></tr>
<tr><td class="ln del">107</td><td class="del code">//占쏙옙占쏙옙 占쏙옙</td><td class="ln add">107</td><td class="add code">//sanghoon marker</td></tr>
<tr class="eq"><td class="ln">108</td><td class="code"></td><td class="ln">108</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">109</td><td class="code">DDSURFACEDESC2 BackBufferddsd;</td><td class="ln">109</td><td class="code">DDSURFACEDESC2 BackBufferddsd;</td></tr>
<tr class="eq"><td class="ln">110</td><td class="code">//</td><td class="ln">110</td><td class="code">//</td></tr>
<tr><td colspan="4" class="hunk">... 56 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">167</td><td class="code">bool UseGammaCorrection=0;</td><td class="ln">167</td><td class="code">bool UseGammaCorrection=0;</td></tr>
<tr class="eq"><td class="ln">168</td><td class="code">float UserGamma=1.0f;</td><td class="ln">168</td><td class="code">float UserGamma=1.0f;</td></tr>
<tr class="eq"><td class="ln">169</td><td class="code"></td><td class="ln">169</td><td class="code"></td></tr>
<tr><td class="ln del">170</td><td class="del code">//占쏙옙占쏙옙짱-begin</td><td class="ln add">170</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">171</td><td class="code">bool use_shgui = false;</td><td class="ln">171</td><td class="code">bool use_shgui = false;</td></tr>
<tr class="eq"><td class="ln">172</td><td class="code">bool hsh_initialized=false;</td><td class="ln">172</td><td class="code">bool hsh_initialized=false;</td></tr>
<tr class="eq"><td class="ln">173</td><td class="code">bool hsh_mrdev_initialized=false;</td><td class="ln">173</td><td class="code">bool hsh_mrdev_initialized=false;</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">176</td><td class="code">#include &quot;coord.cpp&quot;</td><td class="ln">176</td><td class="code">#include &quot;coord.cpp&quot;</td></tr>
<tr class="eq"><td class="ln">177</td><td class="code">//#include &quot;hsh_dxras.cpp&quot;</td><td class="ln">177</td><td class="code">//#include &quot;hsh_dxras.cpp&quot;</td></tr>
<tr class="eq"><td class="ln">178</td><td class="code">#include &quot;render.hpp&quot;</td><td class="ln">178</td><td class="code">#include &quot;render.hpp&quot;</td></tr>
<tr><td class="ln del">179</td><td class="del code">//占쏙옙占쏙옙짱-end</td><td class="ln add">179</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">180</td><td class="code"></td><td class="ln">180</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">181</td><td class="code">//</td><td class="ln">181</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">182</td><td class="code">// Value range 0-10,000, default 750 (See DirectX docs)</td><td class="ln">182</td><td class="code">// Value range 0-10,000, default 750 (See DirectX docs)</td></tr>
<tr><td colspan="4" class="hunk">... 838 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1021</td><td class="code">//</td><td class="ln">1021</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">1022</td><td class="code"></td><td class="ln">1022</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1023</td><td class="code"> #ifdef LAB_ONLY</td><td class="ln">1023</td><td class="code"> #ifdef LAB_ONLY</td></tr>
<tr><td class="ln del">1024</td><td class="del code"> //占쏙옙占쏙옙짱</td><td class="ln add">1024</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">1025</td><td class="code"> wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_SETFOCUSWINDOW );</td><td class="ln">1025</td><td class="code"> wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_SETFOCUSWINDOW );</td></tr>
<tr class="eq"><td class="ln">1026</td><td class="code"> wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_ALLOWREBOOT | DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN );</td><td class="ln">1026</td><td class="code"> wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_ALLOWREBOOT | DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN );</td></tr>
<tr class="eq"><td class="ln">1027</td><td class="code"> #else</td><td class="ln">1027</td><td class="code"> #else</td></tr>
<tr><td class="ln del">1028</td><td class="del code"> //占쏙옙占쏙옙짱</td><td class="ln add">1028</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">1029</td><td class="code"> wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_SETFOCUSWINDOW );</td><td class="ln">1029</td><td class="code"> wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_SETFOCUSWINDOW );</td></tr>
<tr class="eq"><td class="ln">1030</td><td class="code"> wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN );</td><td class="ln">1030</td><td class="code"> wSetCooperativeLevel( CurrentDDobject, hWindow, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN );</td></tr>
<tr class="eq"><td class="ln">1031</td><td class="code"> #endif</td><td class="ln">1031</td><td class="code"> #endif</td></tr>
<tr><td colspan="4" class="hunk">... 95 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1127</td><td class="code"> }</td><td class="ln">1127</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1128</td><td class="code"> }</td><td class="ln">1128</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1129</td><td class="code"></td><td class="ln">1129</td><td class="code"></td></tr>
<tr><td class="ln del">1130</td><td class="del code">//占쏙옙占쏙옙짱-begin</td><td class="ln add">1130</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">1131</td><td class="code"> if(use_shgui){</td><td class="ln">1131</td><td class="code"> if(use_shgui){</td></tr>
<tr class="eq"><td class="ln">1132</td><td class="code"> HSH_EnterFullScreen2();</td><td class="ln">1132</td><td class="code"> HSH_EnterFullScreen2();</td></tr>
<tr class="eq"><td class="ln">1133</td><td class="code"> }</td><td class="ln">1133</td><td class="code"> }</td></tr>
<tr><td class="ln del">1134</td><td class="del code">//占쏙옙占쏙옙짱-end</td><td class="ln add">1134</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">1135</td><td class="code"></td><td class="ln">1135</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1136</td><td class="code">//</td><td class="ln">1136</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">1137</td><td class="code">// Changed modes, create all the surfaces</td><td class="ln">1137</td><td class="code">// Changed modes, create all the surfaces</td></tr>
<tr><td colspan="4" class="hunk">... 26 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1164</td><td class="code">// Debugging information</td><td class="ln">1164</td><td class="code">// Debugging information</td></tr>
<tr class="eq"><td class="ln">1165</td><td class="code">//</td><td class="ln">1165</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">1166</td><td class="code"> SPEW(( GROUP_DIRECTDRAW, &quot;EnterFullScreenMode() Finished&quot; ));</td><td class="ln">1166</td><td class="code"> SPEW(( GROUP_DIRECTDRAW, &quot;EnterFullScreenMode() Finished&quot; ));</td></tr>
<tr><td class="ln del">1167</td><td class="del code">//占쏙옙占쏙옙</td><td class="ln add">1167</td><td class="add code">//sanghoon</td></tr>
<tr class="eq"><td class="ln">1168</td><td class="code">}</td><td class="ln">1168</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1169</td><td class="code"></td><td class="ln">1169</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1170</td><td class="code"></td><td class="ln">1170</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 118 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1289</td><td class="code"> else</td><td class="ln">1289</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">1290</td><td class="code"> {</td><td class="ln">1290</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">1291</td><td class="code">#if 0</td><td class="ln">1291</td><td class="code">#if 0</td></tr>
<tr><td class="ln del">1292</td><td class="del code"> //占쏙옙占쏙옙 占쏙옙</td><td class="ln add">1292</td><td class="add code"> //sanghoon marker</td></tr>
<tr class="eq"><td class="ln">1293</td><td class="code">extern bool sh_game_started;</td><td class="ln">1293</td><td class="code">extern bool sh_game_started;</td></tr>
<tr class="eq"><td class="ln">1294</td><td class="code"> static FILE* fp=0;</td><td class="ln">1294</td><td class="code"> static FILE* fp=0;</td></tr>
<tr class="eq"><td class="ln">1295</td><td class="code"> static recorded_count=0;</td><td class="ln">1295</td><td class="code"> static recorded_count=0;</td></tr>
<tr><td colspan="4" class="hunk">... 56 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1352</td><td class="code"> pp=(double*)malloc(800*600*2);</td><td class="ln">1352</td><td class="code"> pp=(double*)malloc(800*600*2);</td></tr>
<tr class="eq"><td class="ln">1353</td><td class="code"> }</td><td class="ln">1353</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1354</td><td class="code"> }</td><td class="ln">1354</td><td class="code"> }</td></tr>
<tr><td class="ln del">1355</td><td class="del code"> //占쏙옙占쏙옙 占쏙옙</td><td class="ln add">1355</td><td class="add code"> //sanghoon marker</td></tr>
<tr class="eq"><td class="ln">1356</td><td class="code">#endif</td><td class="ln">1356</td><td class="code">#endif</td></tr>
<tr class="eq"><td class="ln">1357</td><td class="code"> wFlip( FrontBufferSurface,NULL,DDFLIP_DONOTWAIT );//|DDFLIP_INTERVAL2 );</td><td class="ln">1357</td><td class="code"> wFlip( FrontBufferSurface,NULL,DDFLIP_DONOTWAIT );//|DDFLIP_INTERVAL2 );</td></tr>
<tr><td class="ln del">1358</td><td class="del code"> //占쏙옙占쏙옙 占쏙옙침..</td><td class="ln add">1358</td><td class="add code"> //sanghoon marker..</td></tr>
<tr><td class="ln del">1359</td><td class="del code"> //占쏙옙占쏙옙</td><td class="ln add">1359</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">1360</td><td class="code"> //wFlip( FrontBufferSurface,NULL,DDFLIP_WAIT );</td><td class="ln">1360</td><td class="code"> //wFlip( FrontBufferSurface,NULL,DDFLIP_WAIT );</td></tr>
<tr class="eq"><td class="ln">1361</td><td class="code"> }</td><td class="ln">1361</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1362</td><td class="code"> }</td><td class="ln">1362</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 40 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1403</td><td class="code">//</td><td class="ln">1403</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">1404</td><td class="code">void DirectDrawRelease()</td><td class="ln">1404</td><td class="code">void DirectDrawRelease()</td></tr>
<tr class="eq"><td class="ln">1405</td><td class="code">{</td><td class="ln">1405</td><td class="code">{</td></tr>
<tr><td class="ln del">1406</td><td class="del code">//占쏙옙占쏙옙짱-begin</td><td class="ln add">1406</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">1407</td><td class="code"> if(use_shgui){</td><td class="ln">1407</td><td class="code"> if(use_shgui){</td></tr>
<tr class="eq"><td class="ln">1408</td><td class="code"> HSH_DirectDrawRelease2();</td><td class="ln">1408</td><td class="code"> HSH_DirectDrawRelease2();</td></tr>
<tr class="eq"><td class="ln">1409</td><td class="code"> }</td><td class="ln">1409</td><td class="code"> }</td></tr>
<tr><td class="ln del">1410</td><td class="del code">//占쏙옙占쏙옙짱-end</td><td class="ln add">1410</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">1411</td><td class="code"></td><td class="ln">1411</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1412</td><td class="code"> SPEW(( GROUP_DIRECTDRAW, &quot;DirectDrawRelease()&quot; ));</td><td class="ln">1412</td><td class="code"> SPEW(( GROUP_DIRECTDRAW, &quot;DirectDrawRelease()&quot; ));</td></tr>
<tr class="eq"><td class="ln">1413</td><td class="code"> SafeFPU();</td><td class="ln">1413</td><td class="code"> SafeFPU();</td></tr>
<tr><td colspan="4" class="hunk">... 82 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1496</td><td class="code"> wRelease( ZBufferSurface );</td><td class="ln">1496</td><td class="code"> wRelease( ZBufferSurface );</td></tr>
<tr class="eq"><td class="ln">1497</td><td class="code"> ZBufferSurface=0;</td><td class="ln">1497</td><td class="code"> ZBufferSurface=0;</td></tr>
<tr class="eq"><td class="ln">1498</td><td class="code"> }</td><td class="ln">1498</td><td class="code"> }</td></tr>
<tr><td class="ln del">1499</td><td class="del code"> //占쏙옙占쏙옙 占쏙옙</td><td class="ln add">1499</td><td class="add code"> //sanghoon marker</td></tr>
<tr class="eq"><td class="ln">1500</td><td class="code"> //DirectDrawRelease</td><td class="ln">1500</td><td class="code"> //DirectDrawRelease</td></tr>
<tr class="eq"><td class="ln">1501</td><td class="code"> if( SH_TargetBufferSurface)</td><td class="ln">1501</td><td class="code"> if( SH_TargetBufferSurface)</td></tr>
<tr class="eq"><td class="ln">1502</td><td class="code"> {</td><td class="ln">1502</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 10 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1513</td><td class="code"> wRelease( SH_GameEndTexture );</td><td class="ln">1513</td><td class="code"> wRelease( SH_GameEndTexture );</td></tr>
<tr class="eq"><td class="ln">1514</td><td class="code"> SH_GameEndTexture=0;</td><td class="ln">1514</td><td class="code"> SH_GameEndTexture=0;</td></tr>
<tr class="eq"><td class="ln">1515</td><td class="code"> }</td><td class="ln">1515</td><td class="code"> }</td></tr>
<tr><td class="ln del">1516</td><td class="del code"> //占쏙옙占쏙옙 占쏙옙</td><td class="ln add">1516</td><td class="add code"> //sanghoon marker</td></tr>
<tr class="eq"><td class="ln">1517</td><td class="code"> if( GammaControlInterface )</td><td class="ln">1517</td><td class="code"> if( GammaControlInterface )</td></tr>
<tr class="eq"><td class="ln">1518</td><td class="code"> {</td><td class="ln">1518</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">1519</td><td class="code"> wRelease( GammaControlInterface );</td><td class="ln">1519</td><td class="code"> wRelease( GammaControlInterface );</td></tr>
<tr><td colspan="4" class="hunk">... 73 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1593</td><td class="code">//</td><td class="ln">1593</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">1594</td><td class="code">// Create the NULL (primary) DirectDraw object</td><td class="ln">1594</td><td class="code">// Create the NULL (primary) DirectDraw object</td></tr>
<tr class="eq"><td class="ln">1595</td><td class="code">//</td><td class="ln">1595</td><td class="code">//</td></tr>
<tr><td class="ln del">1596</td><td class="del code"> //占쏙옙占쏙옙 占쏙옙</td><td class="ln add">1596</td><td class="add code"> //sanghoon marker</td></tr>
<tr class="eq"><td class="ln">1597</td><td class="code"> /*</td><td class="ln">1597</td><td class="code"> /*</td></tr>
<tr class="eq"><td class="ln">1598</td><td class="code"> wDirectDrawCreateEx( &amp;DeviceArray[0].DeviceGUID, (void**)&amp;DDobject, IID_IDirectDraw7, NULL );</td><td class="ln">1598</td><td class="code"> wDirectDrawCreateEx( &amp;DeviceArray[0].DeviceGUID, (void**)&amp;DDobject, IID_IDirectDraw7, NULL );</td></tr>
<tr class="eq"><td class="ln">1599</td><td class="code">// wDirectDrawCreateEx( &amp;DeviceArray[Environment.FullScreenDevice].DeviceGUID, (void**)&amp;DDobject, IID_IDirectDraw7, NULL );</td><td class="ln">1599</td><td class="code">// wDirectDrawCreateEx( &amp;DeviceArray[Environment.FullScreenDevice].DeviceGUID, (void**)&amp;DDobject, IID_IDirectDraw7, NULL );</td></tr>
<tr class="eq"><td class="ln">1600</td><td class="code"> wSetCooperativeLevel( DDobject, hWindow, DDSCL_NORMAL );</td><td class="ln">1600</td><td class="code"> wSetCooperativeLevel( DDobject, hWindow, DDSCL_NORMAL );</td></tr>
<tr class="eq"><td class="ln">1601</td><td class="code"> CurrentDDobject=DDobject;</td><td class="ln">1601</td><td class="code"> CurrentDDobject=DDobject;</td></tr>
<tr class="eq"><td class="ln">1602</td><td class="code"> */</td><td class="ln">1602</td><td class="code"> */</td></tr>
<tr><td class="ln del">1603</td><td class="del code"> //占쏙옙占쏙옙 占쌀쏙옙..</td><td class="ln add">1603</td><td class="add code"> //sanghoon ..</td></tr>
<tr class="eq"><td class="ln">1604</td><td class="code"> //wDirectDrawCreateEx(&amp;DeviceArray[0].DeviceGUID, (void**)&amp;DDobject, IID_IDirectDraw7, NULL );</td><td class="ln">1604</td><td class="code"> //wDirectDrawCreateEx(&amp;DeviceArray[0].DeviceGUID, (void**)&amp;DDobject, IID_IDirectDraw7, NULL );</td></tr>
<tr class="eq"><td class="ln">1605</td><td class="code"> wDirectDrawCreateEx(NULL, (void**)&amp;DDobject, IID_IDirectDraw7, NULL );</td><td class="ln">1605</td><td class="code"> wDirectDrawCreateEx(NULL, (void**)&amp;DDobject, IID_IDirectDraw7, NULL );</td></tr>
<tr class="eq"><td class="ln">1606</td><td class="code"></td><td class="ln">1606</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1607</td><td class="code"> wSetCooperativeLevel( DDobject, hWindow, DDSCL_NORMAL );</td><td class="ln">1607</td><td class="code"> wSetCooperativeLevel( DDobject, hWindow, DDSCL_NORMAL );</td></tr>
<tr class="eq"><td class="ln">1608</td><td class="code"> CurrentDDobject=DDobject;</td><td class="ln">1608</td><td class="code"> CurrentDDobject=DDobject;</td></tr>
<tr><td class="ln del">1609</td><td class="del code"> //占쏙옙占쏙옙 占쏙옙</td><td class="ln add">1609</td><td class="add code"> //sanghoon marker</td></tr>
<tr class="eq"><td class="ln">1610</td><td class="code">//</td><td class="ln">1610</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">1611</td><td class="code">//</td><td class="ln">1611</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">1612</td><td class="code">//</td><td class="ln">1612</td><td class="code">//</td></tr>
<tr><td colspan="4" class="hunk">... 17 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1630</td><td class="code"> BackBufferSurface=0;</td><td class="ln">1630</td><td class="code"> BackBufferSurface=0;</td></tr>
<tr class="eq"><td class="ln">1631</td><td class="code"> ClipperObject=0;</td><td class="ln">1631</td><td class="code"> ClipperObject=0;</td></tr>
<tr class="eq"><td class="ln">1632</td><td class="code"> ZBufferSurface=0;</td><td class="ln">1632</td><td class="code"> ZBufferSurface=0;</td></tr>
<tr><td class="ln del">1633</td><td class="del code"> //占쏙옙占쏙옙 占쏙옙</td><td class="ln add">1633</td><td class="add code"> //sanghoon marker</td></tr>
<tr class="eq"><td class="ln">1634</td><td class="code"> SH_TargetBufferSurface = 0;</td><td class="ln">1634</td><td class="code"> SH_TargetBufferSurface = 0;</td></tr>
<tr class="eq"><td class="ln">1635</td><td class="code"> SH_SwirlTexture=0;</td><td class="ln">1635</td><td class="code"> SH_SwirlTexture=0;</td></tr>
<tr class="eq"><td class="ln">1636</td><td class="code"> SH_GameEndTexture=0;</td><td class="ln">1636</td><td class="code"> SH_GameEndTexture=0;</td></tr>
<tr><td class="ln del">1637</td><td class="del code"> //占쏙옙占쏙옙 占쏙옙</td><td class="ln add">1637</td><td class="add code"> //sanghoon marker</td></tr>
<tr class="eq"><td class="ln">1638</td><td class="code"> Maind3dDevice7=0;</td><td class="ln">1638</td><td class="code"> Maind3dDevice7=0;</td></tr>
<tr class="eq"><td class="ln">1639</td><td class="code"> d3dDevice7=0;</td><td class="ln">1639</td><td class="code"> d3dDevice7=0;</td></tr>
<tr class="eq"><td class="ln">1640</td><td class="code"> DDSURFACEDESC2 ddsd;</td><td class="ln">1640</td><td class="code"> DDSURFACEDESC2 ddsd;</td></tr>
<tr><td colspan="4" class="hunk">... 352 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1993</td><td class="code"> }</td><td class="ln">1993</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1994</td><td class="code"> wAddAttachedSurface( BackBufferSurface, ZBufferSurface );</td><td class="ln">1994</td><td class="code"> wAddAttachedSurface( BackBufferSurface, ZBufferSurface );</td></tr>
<tr class="eq"><td class="ln">1995</td><td class="code"></td><td class="ln">1995</td><td class="code"></td></tr>
<tr><td class="ln del">1996</td><td class="del code"> //占쏙옙占쏙옙 占쏙옙</td><td class="ln add">1996</td><td class="add code"> //sanghoon marker</td></tr>
<tr class="eq"><td class="ln">1997</td><td class="code"> {</td><td class="ln">1997</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">1998</td><td class="code"> DDSURFACEDESC2 rdesc;</td><td class="ln">1998</td><td class="code"> DDSURFACEDESC2 rdesc;</td></tr>
<tr class="eq"><td class="ln">1999</td><td class="code"> memset(&amp;rdesc,0,sizeof(ddsd));</td><td class="ln">1999</td><td class="code"> memset(&amp;rdesc,0,sizeof(ddsd));</td></tr>
<tr><td colspan="4" class="hunk">... 19 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2019</td><td class="code"></td><td class="ln">2019</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2020</td><td class="code"> if(SUCCEEDED(wCreateSurface( CurrentDDobject, &amp;rdesc, &amp;SH_SwirlTexture, NULL ))){</td><td class="ln">2020</td><td class="code"> if(SUCCEEDED(wCreateSurface( CurrentDDobject, &amp;rdesc, &amp;SH_SwirlTexture, NULL ))){</td></tr>
<tr class="eq"><td class="ln">2021</td><td class="code"> ;</td><td class="ln">2021</td><td class="code"> ;</td></tr>
<tr><td class="ln del">2022</td><td class="del code"> //화占썽에 占쌔쏙옙占쏙옙 占쏙옙占쏙옙占쏙옙 占쏙옙占쏙옙.</td><td class="ln add">2022</td><td class="add code"> //Draw texture content to screen. .</td></tr>
<tr class="eq"><td class="ln">2023</td><td class="code"> }</td><td class="ln">2023</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2024</td><td class="code"></td><td class="ln">2024</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2025</td><td class="code"> rdesc.dwFlags = DDSD_CAPS|DDSD_HEIGHT|DDSD_WIDTH|DDSD_PIXELFORMAT|DDSD_TEXTURESTAGE;</td><td class="ln">2025</td><td class="code"> rdesc.dwFlags = DDSD_CAPS|DDSD_HEIGHT|DDSD_WIDTH|DDSD_PIXELFORMAT|DDSD_TEXTURESTAGE;</td></tr>
<tr><td colspan="4" class="hunk">... 5 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2031</td><td class="code"></td><td class="ln">2031</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2032</td><td class="code"> if(SUCCEEDED(wCreateSurface( CurrentDDobject, &amp;rdesc, &amp;SH_GameEndTexture, NULL ))){</td><td class="ln">2032</td><td class="code"> if(SUCCEEDED(wCreateSurface( CurrentDDobject, &amp;rdesc, &amp;SH_GameEndTexture, NULL ))){</td></tr>
<tr class="eq"><td class="ln">2033</td><td class="code"> ;</td><td class="ln">2033</td><td class="code"> ;</td></tr>
<tr><td class="ln del">2034</td><td class="del code"> //화占썽에 占쌔쏙옙占쏙옙 占쏙옙占쏙옙占쏙옙 占쏙옙占쏙옙.</td><td class="ln add">2034</td><td class="add code"> //Draw texture content to screen. .</td></tr>
<tr class="eq"><td class="ln">2035</td><td class="code"> }</td><td class="ln">2035</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2036</td><td class="code"></td><td class="ln">2036</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2037</td><td class="code"> }</td><td class="ln">2037</td><td class="code"> }</td></tr>
<tr><td class="ln del">2038</td><td class="del code"> //占쏙옙占쏙옙 占쏙옙</td><td class="ln add">2038</td><td class="add code"> //sanghoon marker</td></tr>
<tr class="eq"><td class="ln">2039</td><td class="code">//</td><td class="ln">2039</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">2040</td><td class="code">// Get the Z buffer pixel format (nVidia may always match front bit depth)</td><td class="ln">2040</td><td class="code">// Get the Z buffer pixel format (nVidia may always match front bit depth)</td></tr>
<tr class="eq"><td class="ln">2041</td><td class="code">//</td><td class="ln">2041</td><td class="code">//</td></tr>
<tr><td colspan="4" class="hunk">... 216 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2258</td><td class="code"> wRelease( ZBufferSurface );</td><td class="ln">2258</td><td class="code"> wRelease( ZBufferSurface );</td></tr>
<tr class="eq"><td class="ln">2259</td><td class="code"> ZBufferSurface=0;</td><td class="ln">2259</td><td class="code"> ZBufferSurface=0;</td></tr>
<tr class="eq"><td class="ln">2260</td><td class="code"> }</td><td class="ln">2260</td><td class="code"> }</td></tr>
<tr><td class="ln del">2261</td><td class="del code"> //占쏙옙占쏙옙</td><td class="ln add">2261</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">2262</td><td class="code"> //SetupMode</td><td class="ln">2262</td><td class="code"> //SetupMode</td></tr>
<tr class="eq"><td class="ln">2263</td><td class="code"> if( SH_TargetBufferSurface)</td><td class="ln">2263</td><td class="code"> if( SH_TargetBufferSurface)</td></tr>
<tr class="eq"><td class="ln">2264</td><td class="code"> {</td><td class="ln">2264</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 10 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2275</td><td class="code"> wRelease( SH_SwirlTexture );</td><td class="ln">2275</td><td class="code"> wRelease( SH_SwirlTexture );</td></tr>
<tr class="eq"><td class="ln">2276</td><td class="code"> SH_SwirlTexture=0;</td><td class="ln">2276</td><td class="code"> SH_SwirlTexture=0;</td></tr>
<tr class="eq"><td class="ln">2277</td><td class="code"> }</td><td class="ln">2277</td><td class="code"> }</td></tr>
<tr><td class="ln del">2278</td><td class="del code"> //占쏙옙占쏙옙</td><td class="ln add">2278</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">2279</td><td class="code"> if( ClipperObject )</td><td class="ln">2279</td><td class="code"> if( ClipperObject )</td></tr>
<tr class="eq"><td class="ln">2280</td><td class="code"> {</td><td class="ln">2280</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2281</td><td class="code"> if( FrontBufferSurface )</td><td class="ln">2281</td><td class="code"> if( FrontBufferSurface )</td></tr>
<tr><td colspan="4" class="hunk">... 296 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2578</td><td class="code"> wRelease( ZBufferSurface );</td><td class="ln">2578</td><td class="code"> wRelease( ZBufferSurface );</td></tr>
<tr class="eq"><td class="ln">2579</td><td class="code"> ZBufferSurface=0;</td><td class="ln">2579</td><td class="code"> ZBufferSurface=0;</td></tr>
<tr class="eq"><td class="ln">2580</td><td class="code"> }</td><td class="ln">2580</td><td class="code"> }</td></tr>
<tr><td class="ln del">2581</td><td class="del code"> //占쏙옙占쏙옙 占쏙옙</td><td class="ln add">2581</td><td class="add code"> //sanghoon marker</td></tr>
<tr class="eq"><td class="ln">2582</td><td class="code"> //DirectDrawCreateAllBuffers</td><td class="ln">2582</td><td class="code"> //DirectDrawCreateAllBuffers</td></tr>
<tr class="eq"><td class="ln">2583</td><td class="code"> if( SH_TargetBufferSurface)</td><td class="ln">2583</td><td class="code"> if( SH_TargetBufferSurface)</td></tr>
<tr class="eq"><td class="ln">2584</td><td class="code"> {</td><td class="ln">2584</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 10 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2595</td><td class="code"> wRelease( SH_SwirlTexture );</td><td class="ln">2595</td><td class="code"> wRelease( SH_SwirlTexture );</td></tr>
<tr class="eq"><td class="ln">2596</td><td class="code"> SH_SwirlTexture=0;</td><td class="ln">2596</td><td class="code"> SH_SwirlTexture=0;</td></tr>
<tr class="eq"><td class="ln">2597</td><td class="code"> }</td><td class="ln">2597</td><td class="code"> }</td></tr>
<tr><td class="ln del">2598</td><td class="del code"> //占쏙옙占쏙옙 占쏙옙</td><td class="ln add">2598</td><td class="add code"> //sanghoon marker</td></tr>
<tr class="eq"><td class="ln">2599</td><td class="code"> if( ClipperObject )</td><td class="ln">2599</td><td class="code"> if( ClipperObject )</td></tr>
<tr class="eq"><td class="ln">2600</td><td class="code"> {</td><td class="ln">2600</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2601</td><td class="code"> if( FrontBufferSurface )</td><td class="ln">2601</td><td class="code"> if( FrontBufferSurface )</td></tr>
<tr><td colspan="4" class="hunk">... 66 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2668</td><td class="code"> SPEW(( GROUP_DIRECTDRAW, &quot;DirectDrawCreateAllBuffers() Done 3D Setup&quot; ));</td><td class="ln">2668</td><td class="code"> SPEW(( GROUP_DIRECTDRAW, &quot;DirectDrawCreateAllBuffers() Done 3D Setup&quot; ));</td></tr>
<tr class="eq"><td class="ln">2669</td><td class="code">}</td><td class="ln">2669</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">2670</td><td class="code"></td><td class="ln">2670</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/CoreTech/Libraries/GameOS/Direct3D.cpp</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;pch.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;pch.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//===========================================================================//</td><td class="ln">2</td><td class="code">//===========================================================================//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">// File: Direct3D.cpp //</td><td class="ln">3</td><td class="code">// File: Direct3D.cpp //</td></tr>
<tr><td colspan="4" class="hunk">... 157 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">161</td><td class="code"></td><td class="ln">161</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">162</td><td class="code"> //Original</td><td class="ln">162</td><td class="code"> //Original</td></tr>
<tr class="eq"><td class="ln">163</td><td class="code"> //if( FAILED(result) )</td><td class="ln">163</td><td class="code"> //if( FAILED(result) )</td></tr>
<tr><td class="ln del">164</td><td class="del code"> //상훈</td><td class="ln add">164</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">165</td><td class="code"> if( FAILED(result) &amp;&amp; result!=DDERR_SURFACELOST)</td><td class="ln">165</td><td class="code"> if( FAILED(result) &amp;&amp; result!=DDERR_SURFACELOST)</td></tr>
<tr class="eq"><td class="ln">166</td><td class="code"> PAUSE(( &quot;FAILED (0x%x - %s) - EndScene()&quot;,result,ErrorNumberToMessage(result)));</td><td class="ln">166</td><td class="code"> PAUSE(( &quot;FAILED (0x%x - %s) - EndScene()&quot;,result,ErrorNumberToMessage(result)));</td></tr>
<tr class="eq"><td class="ln">167</td><td class="code"></td><td class="ln">167</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 282 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">450</td><td class="code"></td><td class="ln">450</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">451</td><td class="code"></td><td class="ln">451</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">452</td><td class="code"></td><td class="ln">452</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/CoreTech/Libraries/GameOS/WinMain.cpp</h2>
<div class="summary">+9 -9 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;pch.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;pch.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//===========================================================================//</td><td class="ln">2</td><td class="code">//===========================================================================//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">// File: WinMain.cpp //</td><td class="ln">3</td><td class="code">// File: WinMain.cpp //</td></tr>
<tr><td colspan="4" class="hunk">... 830 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">834</td><td class="code">}</td><td class="ln">834</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">835</td><td class="code"></td><td class="ln">835</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">836</td><td class="code"></td><td class="ln">836</td><td class="code"></td></tr>
<tr><td class="ln del">837</td><td class="del code">//상훈짱 begin</td><td class="ln add">837</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">838</td><td class="code">#include &quot;render.hpp&quot;</td><td class="ln">838</td><td class="code">#include &quot;render.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">839</td><td class="code">HRESULT App_Render( LPDIRECT3DDEVICE7 pd3dDevice,LPDIRECTDRAWSURFACE7 pddsTexture);</td><td class="ln">839</td><td class="code">HRESULT App_Render( LPDIRECT3DDEVICE7 pd3dDevice,LPDIRECTDRAWSURFACE7 pddsTexture);</td></tr>
<tr class="eq"><td class="ln">840</td><td class="code"></td><td class="ln">840</td><td class="code"></td></tr>
<tr><td class="ln del">841</td><td class="del code">//상훈짱 end</td><td class="ln add">841</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">842</td><td class="code"></td><td class="ln">842</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">843</td><td class="code"></td><td class="ln">843</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">844</td><td class="code">//</td><td class="ln">844</td><td class="code">//</td></tr>
<tr><td colspan="4" class="hunk">... 70 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">915</td><td class="code"> ProfileTime( TimeClearViewPort, gos_SetupViewport( 0, 0, 1, 0x303050 , 0.0, 0.0, 1.0, 1.0 ) );</td><td class="ln">915</td><td class="code"> ProfileTime( TimeClearViewPort, gos_SetupViewport( 0, 0, 1, 0x303050 , 0.0, 0.0, 1.0, 1.0 ) );</td></tr>
<tr class="eq"><td class="ln">916</td><td class="code"> TimeInClearViewPort+=TimeClearViewPort;</td><td class="ln">916</td><td class="code"> TimeInClearViewPort+=TimeClearViewPort;</td></tr>
<tr class="eq"><td class="ln">917</td><td class="code"> }</td><td class="ln">917</td><td class="code"> }</td></tr>
<tr><td class="ln del">918</td><td class="del code"> //상훈짱 begin</td><td class="ln add">918</td><td class="add code"> //sanghoon begin</td></tr>
<tr><td class="ln del">919</td><td class="del code"> //backbuffer에 Background Image를 그린다...</td><td class="ln add">919</td><td class="add code"> //Draw background image to backbuffer...</td></tr>
<tr class="eq"><td class="ln">920</td><td class="code"></td><td class="ln">920</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">921</td><td class="code"> if(hsh_initialized){</td><td class="ln">921</td><td class="code"> if(hsh_initialized){</td></tr>
<tr class="eq"><td class="ln">922</td><td class="code"> // 0 - no MFDs, 1 - orginal(5+1=dual &amp; single), 2 - B&amp;W(3 + 1=1 dual), 3 - color(3 + 1=2 dual)</td><td class="ln">922</td><td class="code"> // 0 - no MFDs, 1 - orginal(5+1=dual &amp; single), 2 - B&amp;W(3 + 1=1 dual), 3 - color(3 + 1=2 dual)</td></tr>
<tr><td colspan="4" class="hunk">... 35 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">958</td><td class="code"> }</td><td class="ln">958</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">959</td><td class="code"></td><td class="ln">959</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">960</td><td class="code"> //HSH_RenderAux1SmallMech();</td><td class="ln">960</td><td class="code"> //HSH_RenderAux1SmallMech();</td></tr>
<tr><td class="ln del">961</td><td class="del code"> //상훈짱 end</td><td class="ln add">961</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">962</td><td class="code"> if (g_pfnCTCL_AfterBeginScene) {</td><td class="ln">962</td><td class="code"> if (g_pfnCTCL_AfterBeginScene) {</td></tr>
<tr class="eq"><td class="ln">963</td><td class="code"> (*g_pfnCTCL_AfterBeginScene)();</td><td class="ln">963</td><td class="code"> (*g_pfnCTCL_AfterBeginScene)();</td></tr>
<tr class="eq"><td class="ln">964</td><td class="code"> }</td><td class="ln">964</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 90 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1055</td><td class="code"> LOG_BLOCK(&quot;Gos::UpdateDebugger()&quot;);</td><td class="ln">1055</td><td class="code"> LOG_BLOCK(&quot;Gos::UpdateDebugger()&quot;);</td></tr>
<tr class="eq"><td class="ln">1056</td><td class="code"> ProfileTime( TimeDebugger, UpdateDebugger() );</td><td class="ln">1056</td><td class="code"> ProfileTime( TimeDebugger, UpdateDebugger() );</td></tr>
<tr class="eq"><td class="ln">1057</td><td class="code"> }</td><td class="ln">1057</td><td class="code"> }</td></tr>
<tr><td class="ln del">1058</td><td class="del code"> //상훈..</td><td class="ln add">1058</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">1059</td><td class="code">#if 1</td><td class="ln">1059</td><td class="code">#if 1</td></tr>
<tr class="eq"><td class="ln">1060</td><td class="code"> extern LPDIRECT3DDEVICE7 d3dDevice7;</td><td class="ln">1060</td><td class="code"> extern LPDIRECT3DDEVICE7 d3dDevice7;</td></tr>
<tr class="eq"><td class="ln">1061</td><td class="code"> static bool preload_GameEndScreem=true;;</td><td class="ln">1061</td><td class="code"> static bool preload_GameEndScreem=true;;</td></tr>
<tr><td colspan="4" class="hunk">... 27 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1089</td><td class="code">//</td><td class="ln">1089</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">1090</td><td class="code">// Flip or Blit the current image onto the display</td><td class="ln">1090</td><td class="code">// Flip or Blit the current image onto the display</td></tr>
<tr class="eq"><td class="ln">1091</td><td class="code">//</td><td class="ln">1091</td><td class="code">//</td></tr>
<tr><td class="ln del">1092</td><td class="del code"> //상훈 앞</td><td class="ln add">1092</td><td class="add code"> //sanghoon begin</td></tr>
<tr><td class="ln del">1093</td><td class="del code"> //Flip을 한다.</td><td class="ln add">1093</td><td class="add code"> //Perform the Flip.</td></tr>
<tr class="eq"><td class="ln">1094</td><td class="code"> if(hsh_initialized){</td><td class="ln">1094</td><td class="code"> if(hsh_initialized){</td></tr>
<tr class="eq"><td class="ln">1095</td><td class="code"> // 0 - no MFDs, 1 - orginal(5+1=dual &amp; single), 2 - B&amp;W(3 + 1=1 dual), 3 - color(3 + 1=2 dual)</td><td class="ln">1095</td><td class="code"> // 0 - no MFDs, 1 - orginal(5+1=dual &amp; single), 2 - B&amp;W(3 + 1=1 dual), 3 - color(3 + 1=2 dual)</td></tr>
<tr class="eq"><td class="ln">1096</td><td class="code"> switch(g_nTypeOfMFDs) {</td><td class="ln">1096</td><td class="code"> switch(g_nTypeOfMFDs) {</td></tr>
<tr><td colspan="4" class="hunk">... 46 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1143</td><td class="code"> mr_device.pDDSFront-&gt;Flip(0,DDFLIP_DONOTWAIT|DDFLIP_NOVSYNC);</td><td class="ln">1143</td><td class="code"> mr_device.pDDSFront-&gt;Flip(0,DDFLIP_DONOTWAIT|DDFLIP_NOVSYNC);</td></tr>
<tr class="eq"><td class="ln">1144</td><td class="code"> }</td><td class="ln">1144</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1145</td><td class="code"></td><td class="ln">1145</td><td class="code"></td></tr>
<tr><td class="ln del">1146</td><td class="del code"> //상훈 뒤</td><td class="ln add">1146</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">1147</td><td class="code"> {</td><td class="ln">1147</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">1148</td><td class="code"> LOG_BLOCK(&quot;Gos::DisplayBackBuffer()&quot;);</td><td class="ln">1148</td><td class="code"> LOG_BLOCK(&quot;Gos::DisplayBackBuffer()&quot;);</td></tr>
<tr class="eq"><td class="ln">1149</td><td class="code"> ProfileTime( TimeDisplay, DisplayBackBuffer() );</td><td class="ln">1149</td><td class="code"> ProfileTime( TimeDisplay, DisplayBackBuffer() );</td></tr>
<tr><td colspan="4" class="hunk">... 309 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1459</td><td class="code"> return 0!=TerminateGame;</td><td class="ln">1459</td><td class="code"> return 0!=TerminateGame;</td></tr>
<tr class="eq"><td class="ln">1460</td><td class="code">}</td><td class="ln">1460</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1461</td><td class="code"></td><td class="ln">1461</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/CoreTech/Libraries/GameOS/WinProc.cpp</h2>
<div class="summary">+5 -5 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;pch.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;pch.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//===========================================================================//</td><td class="ln">2</td><td class="code">//===========================================================================//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">// File: WinProc.cpp //</td><td class="ln">3</td><td class="code">// File: WinProc.cpp //</td></tr>
<tr><td colspan="4" class="hunk">... 40 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">44</td><td class="code">extern DWORD gCapLockMode;</td><td class="ln">44</td><td class="code">extern DWORD gCapLockMode;</td></tr>
<tr class="eq"><td class="ln">45</td><td class="code">extern DWORD gScrollLockMode;</td><td class="ln">45</td><td class="code">extern DWORD gScrollLockMode;</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code"></td><td class="ln">46</td><td class="code"></td></tr>
<tr><td class="ln del">47</td><td class="del code">// 鉉 - start</td><td class="ln add">47</td><td class="add code">// hyun begin</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code">void (__stdcall *g_pfnRIO_ButtonEvent)(BYTE* by) = NULL;</td><td class="ln">48</td><td class="code">void (__stdcall *g_pfnRIO_ButtonEvent)(BYTE* by) = NULL;</td></tr>
<tr><td class="ln del">49</td><td class="del code">// 鉉 - end</td><td class="ln add">49</td><td class="add code">// hyun end</td></tr>
<tr class="eq"><td class="ln">50</td><td class="code">//</td><td class="ln">50</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">51</td><td class="code"></td><td class="ln">51</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">52</td><td class="code">//</td><td class="ln">52</td><td class="code">//</td></tr>
<tr><td colspan="4" class="hunk">... 53 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">106</td><td class="code"></td><td class="ln">106</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">107</td><td class="code"> switch( uMsg )</td><td class="ln">107</td><td class="code"> switch( uMsg )</td></tr>
<tr class="eq"><td class="ln">108</td><td class="code"> {</td><td class="ln">108</td><td class="code"> {</td></tr>
<tr><td class="ln del">109</td><td class="del code"> // 鉉</td><td class="ln add">109</td><td class="add code"> // hyun</td></tr>
<tr class="eq"><td class="ln">110</td><td class="code"> case WM_USER + 100:</td><td class="ln">110</td><td class="code"> case WM_USER + 100:</td></tr>
<tr class="eq"><td class="ln">111</td><td class="code"> {</td><td class="ln">111</td><td class="code"> {</td></tr>
<tr><td class="ln del">112</td><td class="del code"> // 鉉 - start</td><td class="ln add">112</td><td class="add code"> // hyun begin</td></tr>
<tr class="eq"><td class="ln">113</td><td class="code"> if (g_pfnRIO_ButtonEvent) {</td><td class="ln">113</td><td class="code"> if (g_pfnRIO_ButtonEvent) {</td></tr>
<tr class="eq"><td class="ln">114</td><td class="code"> (*g_pfnRIO_ButtonEvent)((BYTE*)&amp;lParam);</td><td class="ln">114</td><td class="code"> (*g_pfnRIO_ButtonEvent)((BYTE*)&amp;lParam);</td></tr>
<tr class="eq"><td class="ln">115</td><td class="code"> }</td><td class="ln">115</td><td class="code"> }</td></tr>
<tr><td class="ln del">116</td><td class="del code"> // 鉉 - end</td><td class="ln add">116</td><td class="add code"> // hyun end</td></tr>
<tr class="eq"><td class="ln">117</td><td class="code"> }</td><td class="ln">117</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">118</td><td class="code"> break;</td><td class="ln">118</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">119</td><td class="code">//</td><td class="ln">119</td><td class="code">//</td></tr>
<tr><td colspan="4" class="hunk">... 530 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">650</td><td class="code"></td><td class="ln">650</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">651</td><td class="code"></td><td class="ln">651</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">652</td><td class="code"></td><td class="ln">652</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/CoreTech/Libraries/GameOS/render.cpp</h2>
<div class="summary">+82 -82 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#define STRICT</td><td class="ln">1</td><td class="code">#define STRICT</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define D3D_OVERLOADS</td><td class="ln">2</td><td class="code">#define D3D_OVERLOADS</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &lt;math.h&gt;</td><td class="ln">3</td><td class="code">#include &lt;math.h&gt;</td></tr>
<tr><td colspan="4" class="hunk">... 159 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">163</td><td class="code"></td><td class="ln">163</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">164</td><td class="code"> if(dib.dsBmih.biHeight&lt;0 || diba.dsBmih.biHeight&lt;0)return false;</td><td class="ln">164</td><td class="code"> if(dib.dsBmih.biHeight&lt;0 || diba.dsBmih.biHeight&lt;0)return false;</td></tr>
<tr class="eq"><td class="ln">165</td><td class="code"></td><td class="ln">165</td><td class="code"></td></tr>
<tr><td class="ln del">166</td><td class="del code"> //픽셀 포맷을 일단 만족하는가?</td><td class="ln add">166</td><td class="add code"> //Does it satisfy the pixel format requirement?</td></tr>
<tr class="eq"><td class="ln">167</td><td class="code"> if(!(bm.bmBitsPixel==24 &amp;&amp; bma.bmBitsPixel==8))return false;</td><td class="ln">167</td><td class="code"> if(!(bm.bmBitsPixel==24 &amp;&amp; bma.bmBitsPixel==8))return false;</td></tr>
<tr class="eq"><td class="ln">168</td><td class="code"></td><td class="ln">168</td><td class="code"></td></tr>
<tr><td class="ln del">169</td><td class="del code"> //비트맵의 크기가 X,Y모두 2의 지수승인가?</td><td class="ln add">169</td><td class="add code"> //Are the bitmap dimensions (X,Y) both powers of 2?</td></tr>
<tr class="eq"><td class="ln">170</td><td class="code"> if(!(IsTextureDimension(w) &amp;&amp; IsTextureDimension(h)))return false;</td><td class="ln">170</td><td class="code"> if(!(IsTextureDimension(w) &amp;&amp; IsTextureDimension(h)))return false;</td></tr>
<tr class="eq"><td class="ln">171</td><td class="code"></td><td class="ln">171</td><td class="code"></td></tr>
<tr><td class="ln del">172</td><td class="del code"> //RGB와 A비트맵의 크기가 같은가?</td><td class="ln add">172</td><td class="add code"> //Are RGB and Alpha bitmaps the same size?</td></tr>
<tr class="eq"><td class="ln">173</td><td class="code"> if(bma.bmWidth!=w || bma.bmHeight!=h)return NULL;</td><td class="ln">173</td><td class="code"> if(bma.bmWidth!=w || bma.bmHeight!=h)return NULL;</td></tr>
<tr class="eq"><td class="ln">174</td><td class="code"></td><td class="ln">174</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">175</td><td class="code"> return true;</td><td class="ln">175</td><td class="code"> return true;</td></tr>
<tr><td colspan="4" class="hunk">... 232 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">408</td><td class="code"></td><td class="ln">408</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">409</td><td class="code"></td><td class="ln">409</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">410</td><td class="code"></td><td class="ln">410</td><td class="code"></td></tr>
<tr><td class="ln del">411</td><td class="del code">//8Bit Bitmap으로부터.. Alpha를 가진 텍스쳐를 만든다.</td><td class="ln add">411</td><td class="add code">//Create texture with Alpha from 8-bit Bitmap..</td></tr>
<tr class="eq"><td class="ln">412</td><td class="code">static LPDIRECTDRAWSURFACE7 CreateATextureFromBitmap(LPDIRECTDRAW7 pDD,HBITMAP hbm )</td><td class="ln">412</td><td class="code">static LPDIRECTDRAWSURFACE7 CreateATextureFromBitmap(LPDIRECTDRAW7 pDD,HBITMAP hbm )</td></tr>
<tr class="eq"><td class="ln">413</td><td class="code">{</td><td class="ln">413</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">414</td><td class="code"> BITMAP bm={0,};</td><td class="ln">414</td><td class="code"> BITMAP bm={0,};</td></tr>
<tr><td colspan="4" class="hunk">... 27 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">442</td><td class="code"></td><td class="ln">442</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">443</td><td class="code">LPDIRECTDRAWSURFACE7 CreateATextureFromFile(LPDIRECTDRAW7 pDD, CHAR* strName )</td><td class="ln">443</td><td class="code">LPDIRECTDRAWSURFACE7 CreateATextureFromFile(LPDIRECTDRAW7 pDD, CHAR* strName )</td></tr>
<tr class="eq"><td class="ln">444</td><td class="code">{</td><td class="ln">444</td><td class="code">{</td></tr>
<tr><td class="ln del">445</td><td class="del code"> //ClipBoard.에 텍스트 내용을 복사한다...</td><td class="ln add">445</td><td class="add code"> //Copy text content to Clipboard...</td></tr>
<tr class="eq"><td class="ln">446</td><td class="code">/*</td><td class="ln">446</td><td class="code">/*</td></tr>
<tr class="eq"><td class="ln">447</td><td class="code"> OpenClipboard(hWindow);</td><td class="ln">447</td><td class="code"> OpenClipboard(hWindow);</td></tr>
<tr class="eq"><td class="ln">448</td><td class="code"> HGLOBAL h=GlobalAlloc(GMEM_MOVEABLE,512);</td><td class="ln">448</td><td class="code"> HGLOBAL h=GlobalAlloc(GMEM_MOVEABLE,512);</td></tr>
<tr><td colspan="4" class="hunk">... 82 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">531</td><td class="code"> pDD = pOtherHSHD-&gt;pDD;</td><td class="ln">531</td><td class="code"> pDD = pOtherHSHD-&gt;pDD;</td></tr>
<tr class="eq"><td class="ln">532</td><td class="code"> } else {</td><td class="ln">532</td><td class="code"> } else {</td></tr>
<tr class="eq"><td class="ln">533</td><td class="code"> HRESULT hr;</td><td class="ln">533</td><td class="code"> HRESULT hr;</td></tr>
<tr><td class="ln del">534</td><td class="del code"> //1. 해상도 변경.</td><td class="ln add">534</td><td class="add code"> //1. Resolution change.</td></tr>
<tr class="eq"><td class="ln">535</td><td class="code"> wDirectDrawCreateEx( &amp;DeviceArray[devicenum].DeviceGUID , (VOID**) &amp;(pDD), IID_IDirectDraw7, NULL );</td><td class="ln">535</td><td class="code"> wDirectDrawCreateEx( &amp;DeviceArray[devicenum].DeviceGUID , (VOID**) &amp;(pDD), IID_IDirectDraw7, NULL );</td></tr>
<tr class="eq"><td class="ln">536</td><td class="code"> pDD-&gt;SetCooperativeLevel(hWindow, dwFlags );</td><td class="ln">536</td><td class="code"> pDD-&gt;SetCooperativeLevel(hWindow, dwFlags );</td></tr>
<tr class="eq"><td class="ln">537</td><td class="code"> hr=pDD-&gt;SetDisplayMode( resx, resy, 16, 60, 0 );</td><td class="ln">537</td><td class="code"> hr=pDD-&gt;SetDisplayMode( resx, resy, 16, 60, 0 );</td></tr>
<tr><td colspan="4" class="hunk">... 308 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">846</td><td class="code">}</td><td class="ln">846</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">847</td><td class="code"></td><td class="ln">847</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">848</td><td class="code"></td><td class="ln">848</td><td class="code"></td></tr>
<tr><td class="ln del">849</td><td class="del code">//texture 좌표.. u1,v1,u2,v2</td><td class="ln add">849</td><td class="add code">//Texture coordinates.. u1,v1,u2,v2</td></tr>
<tr><td class="ln del">850</td><td class="del code">//texture 회전축 tx,ty</td><td class="ln add">850</td><td class="add code">//Texture rotation axis tx,ty</td></tr>
<tr><td class="ln del">851</td><td class="del code">//screen 회전축 x,y</td><td class="ln add">851</td><td class="add code">//Screen rotation axis x,y</td></tr>
<tr><td class="ln del">852</td><td class="del code">//회전각 e</td><td class="ln add">852</td><td class="add code">//Rotation angle e</td></tr>
<tr class="eq"><td class="ln">853</td><td class="code"></td><td class="ln">853</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">854</td><td class="code">void CHSH_Device::DrawTextureRotate(float u1,float v1,float u2,float v2,float tx,float ty,float x,float y,float e,DWORD color)</td><td class="ln">854</td><td class="code">void CHSH_Device::DrawTextureRotate(float u1,float v1,float u2,float v2,float tx,float ty,float x,float y,float e,DWORD color)</td></tr>
<tr class="eq"><td class="ln">855</td><td class="code">{</td><td class="ln">855</td><td class="code">{</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">858</td><td class="code"> float U2=u2-tx;</td><td class="ln">858</td><td class="code"> float U2=u2-tx;</td></tr>
<tr class="eq"><td class="ln">859</td><td class="code"> float V2=v2-ty;</td><td class="ln">859</td><td class="code"> float V2=v2-ty;</td></tr>
<tr class="eq"><td class="ln">860</td><td class="code"></td><td class="ln">860</td><td class="code"></td></tr>
<tr><td class="ln del">861</td><td class="del code"> //(U1,V1),(U2,V1),(U1,V2),(U2,V2)네쌍을 회전변환 시킨다.</td><td class="ln add">861</td><td class="add code"> //(U1,V1),(U2,V1),(U1,V2),(U2,V2) four pairs are rotation-transformed.</td></tr>
<tr class="eq"><td class="ln">862</td><td class="code"> //pt[0][0]....</td><td class="ln">862</td><td class="code"> //pt[0][0]....</td></tr>
<tr><td class="ln del">863</td><td class="del code"> //거기에.. 각 축에..x,y를 더해준다.</td><td class="ln add">863</td><td class="add code"> //Add x,y to each axis.</td></tr>
<tr class="eq"><td class="ln">864</td><td class="code"> float cose=cosf(e);</td><td class="ln">864</td><td class="code"> float cose=cosf(e);</td></tr>
<tr class="eq"><td class="ln">865</td><td class="code"> float cos_u1=cose*U1;</td><td class="ln">865</td><td class="code"> float cos_u1=cose*U1;</td></tr>
<tr class="eq"><td class="ln">866</td><td class="code"> float cos_u2=cose*U2;</td><td class="ln">866</td><td class="code"> float cos_u2=cose*U2;</td></tr>
<tr><td colspan="4" class="hunk">... 16 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">883</td><td class="code"> pt[3][1] = sin_u2+cos_v2+y;</td><td class="ln">883</td><td class="code"> pt[3][1] = sin_u2+cos_v2+y;</td></tr>
<tr class="eq"><td class="ln">884</td><td class="code"></td><td class="ln">884</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">885</td><td class="code"> //HSH_Draw3DTexture2(0,pt,0xFF00FF00,u1, v1/256.0f, u2/256.0f, v2/256.0f);</td><td class="ln">885</td><td class="code"> //HSH_Draw3DTexture2(0,pt,0xFF00FF00,u1, v1/256.0f, u2/256.0f, v2/256.0f);</td></tr>
<tr><td class="ln del">886</td><td class="del code"> //거기에다가 모두 x,y를 다시 이동 시킨다.</td><td class="ln add">886</td><td class="add code"> //Then translate all by x,y again.</td></tr>
<tr class="eq"><td class="ln">887</td><td class="code"> DrawTexture(pt,color,u1,v1,u2,v2);</td><td class="ln">887</td><td class="code"> DrawTexture(pt,color,u1,v1,u2,v2);</td></tr>
<tr class="eq"><td class="ln">888</td><td class="code">}</td><td class="ln">888</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">889</td><td class="code"></td><td class="ln">889</td><td class="code"></td></tr>
<tr><td class="ln del">890</td><td class="del code">//임의로 스케일된다. x1,y1,x2,y2</td><td class="ln add">890</td><td class="add code">//Scaled arbitrarily. x1,y1,x2,y2</td></tr>
<tr class="eq"><td class="ln">891</td><td class="code">void CHSH_Device::DrawTexture(float x1,float y1,float x2,float y2,DWORD dwColor, float u1,float v1,float u2,float v2)</td><td class="ln">891</td><td class="code">void CHSH_Device::DrawTexture(float x1,float y1,float x2,float y2,DWORD dwColor, float u1,float v1,float u2,float v2)</td></tr>
<tr class="eq"><td class="ln">892</td><td class="code">{</td><td class="ln">892</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">893</td><td class="code"></td><td class="ln">893</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">900</td><td class="code"> pD3DDevice-&gt;DrawPrimitive( D3DPT_TRIANGLESTRIP, D3DFVF_TLVERTEX ,v,4,0 );</td><td class="ln">900</td><td class="code"> pD3DDevice-&gt;DrawPrimitive( D3DPT_TRIANGLESTRIP, D3DFVF_TLVERTEX ,v,4,0 );</td></tr>
<tr class="eq"><td class="ln">901</td><td class="code">}</td><td class="ln">901</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">902</td><td class="code"></td><td class="ln">902</td><td class="code"></td></tr>
<tr><td class="ln del">903</td><td class="del code">//임의로 스케일된다. x,y,width,height</td><td class="ln add">903</td><td class="add code">//Scaled arbitrarily. x,y,width,height</td></tr>
<tr class="eq"><td class="ln">904</td><td class="code">void CHSH_Device::DrawTexture2(float x,float y,float w,float h,DWORD dwColor, float u1,float v1,float u2,float v2)</td><td class="ln">904</td><td class="code">void CHSH_Device::DrawTexture2(float x,float y,float w,float h,DWORD dwColor, float u1,float v1,float u2,float v2)</td></tr>
<tr class="eq"><td class="ln">905</td><td class="code">{</td><td class="ln">905</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">906</td><td class="code"></td><td class="ln">906</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 7 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">914</td><td class="code">}</td><td class="ln">914</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">915</td><td class="code"></td><td class="ln">915</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">916</td><td class="code"></td><td class="ln">916</td><td class="code"></td></tr>
<tr><td class="ln del">917</td><td class="del code">//스케일 되지 않는....</td><td class="ln add">917</td><td class="add code">//Not scaled....</td></tr>
<tr class="eq"><td class="ln">918</td><td class="code">void CHSH_Device::DrawTexture(float x,float y,DWORD dwColor, float u1,float v1,float u2,float v2)</td><td class="ln">918</td><td class="code">void CHSH_Device::DrawTexture(float x,float y,DWORD dwColor, float u1,float v1,float u2,float v2)</td></tr>
<tr class="eq"><td class="ln">919</td><td class="code">{</td><td class="ln">919</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">920</td><td class="code"> D3DTLVERTEX v[4];</td><td class="ln">920</td><td class="code"> D3DTLVERTEX v[4];</td></tr>
<tr><td colspan="4" class="hunk">... 57 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">978</td><td class="code">bool CMR_Device::InitSecond()</td><td class="ln">978</td><td class="code">bool CMR_Device::InitSecond()</td></tr>
<tr class="eq"><td class="ln">979</td><td class="code">{</td><td class="ln">979</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">980</td><td class="code"> map_loaded=false;</td><td class="ln">980</td><td class="code"> map_loaded=false;</td></tr>
<tr><td class="ln del">981</td><td class="del code"> CHSH_Device::InitSecond(0,0); // no off screen - Target Texture를 그리지 않는다.</td><td class="ln add">981</td><td class="add code"> CHSH_Device::InitSecond(0,0); // no off screen - do not create Target Texture.</td></tr>
<tr class="eq"><td class="ln">982</td><td class="code"></td><td class="ln">982</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">983</td><td class="code"> char temppath[MAX_PATH],temppatha[MAX_PATH];</td><td class="ln">983</td><td class="code"> char temppath[MAX_PATH],temppatha[MAX_PATH];</td></tr>
<tr class="eq"><td class="ln">984</td><td class="code"></td><td class="ln">984</td><td class="code"></td></tr>
<tr><td class="ln del">985</td><td class="del code"> //1. 백그라운드이미지용 Surface</td><td class="ln add">985</td><td class="add code"> //1. Surface for background image</td></tr>
<tr class="eq"><td class="ln">986</td><td class="code"> sprintf(temppath,&quot;%s\\hsh\\%s&quot;,AssetsDirectory1,&quot;mr_background.bmp&quot;);</td><td class="ln">986</td><td class="code"> sprintf(temppath,&quot;%s\\hsh\\%s&quot;,AssetsDirectory1,&quot;mr_background.bmp&quot;);</td></tr>
<tr class="eq"><td class="ln">987</td><td class="code"> pDDSBackground=CreateSurfaceFromFile(pDD,temppath);</td><td class="ln">987</td><td class="code"> pDDSBackground=CreateSurfaceFromFile(pDD,temppath);</td></tr>
<tr class="eq"><td class="ln">988</td><td class="code"></td><td class="ln">988</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 1 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">990</td><td class="code"> MessageBeep(0);</td><td class="ln">990</td><td class="code"> MessageBeep(0);</td></tr>
<tr class="eq"><td class="ln">991</td><td class="code"> }</td><td class="ln">991</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">992</td><td class="code"></td><td class="ln">992</td><td class="code"></td></tr>
<tr><td class="ln del">993</td><td class="del code"> //2. 범용 텍스쳐</td><td class="ln add">993</td><td class="add code"> //2. General-purpose texture</td></tr>
<tr class="eq"><td class="ln">994</td><td class="code"> sprintf(temppath,&quot;%s\\hsh\\%s&quot;,AssetsDirectory1,&quot;mr_texture.bmp&quot;);</td><td class="ln">994</td><td class="code"> sprintf(temppath,&quot;%s\\hsh\\%s&quot;,AssetsDirectory1,&quot;mr_texture.bmp&quot;);</td></tr>
<tr class="eq"><td class="ln">995</td><td class="code"> sprintf(temppatha,&quot;%s\\hsh\\%s&quot;,AssetsDirectory1,&quot;mr_texturea.bmp&quot;);</td><td class="ln">995</td><td class="code"> sprintf(temppatha,&quot;%s\\hsh\\%s&quot;,AssetsDirectory1,&quot;mr_texturea.bmp&quot;);</td></tr>
<tr class="eq"><td class="ln">996</td><td class="code"> pDDSTexture=CreateRGBATextureFromFile(pDD, temppath,temppatha,16);</td><td class="ln">996</td><td class="code"> pDDSTexture=CreateRGBATextureFromFile(pDD, temppath,temppatha,16);</td></tr>
<tr class="eq"><td class="ln">997</td><td class="code"></td><td class="ln">997</td><td class="code"></td></tr>
<tr><td class="ln del">998</td><td class="del code"> //3. 맵용 텍스쳐..</td><td class="ln add">998</td><td class="add code"> //3. Texture for map..</td></tr>
<tr class="eq"><td class="ln">999</td><td class="code"> pDDSMapTexture=CreatePixelFormatTexture(pDD,256,256,&amp;DDPF_R5G6B5);</td><td class="ln">999</td><td class="code"> pDDSMapTexture=CreatePixelFormatTexture(pDD,256,256,&amp;DDPF_R5G6B5);</td></tr>
<tr class="eq"><td class="ln">1000</td><td class="code"></td><td class="ln">1000</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1001</td><td class="code"> tw=256;</td><td class="ln">1001</td><td class="code"> tw=256;</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1008</td><td class="code"></td><td class="ln">1008</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1009</td><td class="code">bool CMR_Device::BeginScene()</td><td class="ln">1009</td><td class="code">bool CMR_Device::BeginScene()</td></tr>
<tr class="eq"><td class="ln">1010</td><td class="code">{</td><td class="ln">1010</td><td class="code">{</td></tr>
<tr><td class="ln del">1011</td><td class="del code"> //Render Target을 설정한다.</td><td class="ln add">1011</td><td class="add code"> //Set the Render Target.</td></tr>
<tr class="eq"><td class="ln">1012</td><td class="code"> //SetRenderTargetTexture();</td><td class="ln">1012</td><td class="code"> //SetRenderTargetTexture();</td></tr>
<tr class="eq"><td class="ln">1013</td><td class="code"></td><td class="ln">1013</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1014</td><td class="code"></td><td class="ln">1014</td><td class="code"></td></tr>
<tr><td class="ln del">1015</td><td class="del code"> //Texture에.. background image를 그린다. 일종의 Clear대신이다..</td><td class="ln add">1015</td><td class="add code"> //Draw background image to Texture. Used as a substitute for Clear..</td></tr>
<tr class="eq"><td class="ln">1016</td><td class="code"> if(sh_game_started){</td><td class="ln">1016</td><td class="code"> if(sh_game_started){</td></tr>
<tr><td class="ln del">1017</td><td class="del code"> //게임이 시작되었을때만 백그라운드를 그린다.</td><td class="ln add">1017</td><td class="add code"> //Draw background only when game has started.</td></tr>
<tr class="eq"><td class="ln">1018</td><td class="code"> RECT rc={0,0,640,480};</td><td class="ln">1018</td><td class="code"> RECT rc={0,0,640,480};</td></tr>
<tr class="eq"><td class="ln">1019</td><td class="code"> pDDSBack-&gt;BltFast(0,0,pDDSBackground,&amp;rc,0);</td><td class="ln">1019</td><td class="code"> pDDSBack-&gt;BltFast(0,0,pDDSBackground,&amp;rc,0);</td></tr>
<tr class="eq"><td class="ln">1020</td><td class="code"> }else{</td><td class="ln">1020</td><td class="code"> }else{</td></tr>
<tr><td class="ln del">1021</td><td class="del code"> //게임이 시작되지 않았으면.. blank를 보여준다.</td><td class="ln add">1021</td><td class="add code"> //If game has not started.. show blank.</td></tr>
<tr class="eq"><td class="ln">1022</td><td class="code"> pD3DDevice-&gt;Clear(0,NULL,D3DCLEAR_TARGET ,0,1.0f,0);</td><td class="ln">1022</td><td class="code"> pD3DDevice-&gt;Clear(0,NULL,D3DCLEAR_TARGET ,0,1.0f,0);</td></tr>
<tr class="eq"><td class="ln">1023</td><td class="code"> }</td><td class="ln">1023</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1024</td><td class="code"></td><td class="ln">1024</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 146 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1171</td><td class="code"></td><td class="ln">1171</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1172</td><td class="code">bool CRadar_Device::BeginScene()</td><td class="ln">1172</td><td class="code">bool CRadar_Device::BeginScene()</td></tr>
<tr class="eq"><td class="ln">1173</td><td class="code">{</td><td class="ln">1173</td><td class="code">{</td></tr>
<tr><td class="ln del">1174</td><td class="del code"> //Render Target을 설정한다.</td><td class="ln add">1174</td><td class="add code"> //Set the Render Target.</td></tr>
<tr class="eq"><td class="ln">1175</td><td class="code"> SetRenderTargetTexture();</td><td class="ln">1175</td><td class="code"> SetRenderTargetTexture();</td></tr>
<tr class="eq"><td class="ln">1176</td><td class="code"></td><td class="ln">1176</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1177</td><td class="code"></td><td class="ln">1177</td><td class="code"></td></tr>
<tr><td class="ln del">1178</td><td class="del code"> //Texture에.. background image를 그린다. 일종의 Clear대신이다..</td><td class="ln add">1178</td><td class="add code"> //Draw background image to Texture. Used as a substitute for Clear..</td></tr>
<tr class="eq"><td class="ln">1179</td><td class="code"> if(sh_game_started){</td><td class="ln">1179</td><td class="code"> if(sh_game_started){</td></tr>
<tr><td class="ln del">1180</td><td class="del code"> //게임이 시작되었을때만 백그라운드를 그린다.</td><td class="ln add">1180</td><td class="add code"> //Draw background only when game has started.</td></tr>
<tr class="eq"><td class="ln">1181</td><td class="code"> RECT rc={0,0,480,640};</td><td class="ln">1181</td><td class="code"> RECT rc={0,0,480,640};</td></tr>
<tr class="eq"><td class="ln">1182</td><td class="code"> pDDSTarget-&gt;BltFast(0,0,pDDSBackground,&amp;rc,0);</td><td class="ln">1182</td><td class="code"> pDDSTarget-&gt;BltFast(0,0,pDDSBackground,&amp;rc,0);</td></tr>
<tr class="eq"><td class="ln">1183</td><td class="code"> if(IsMechShutdown())</td><td class="ln">1183</td><td class="code"> if(IsMechShutdown())</td></tr>
<tr class="eq"><td class="ln">1184</td><td class="code"> {</td><td class="ln">1184</td><td class="code"> {</td></tr>
<tr><td class="ln del">1185</td><td class="del code"> //지도 영역을 지운다.</td><td class="ln add">1185</td><td class="add code"> //Clear map area.</td></tr>
<tr class="eq"><td class="ln">1186</td><td class="code"> RECT rc={140,407,340,607};</td><td class="ln">1186</td><td class="code"> RECT rc={140,407,340,607};</td></tr>
<tr class="eq"><td class="ln">1187</td><td class="code"></td><td class="ln">1187</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1188</td><td class="code"> DDBLTFX fx={0,};</td><td class="ln">1188</td><td class="code"> DDBLTFX fx={0,};</td></tr>
<tr><td colspan="4" class="hunk">... 3 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1192</td><td class="code"> pDDSTarget-&gt;Blt(&amp;rc,NULL,NULL,DDBLT_COLORFILL ,&amp;fx);</td><td class="ln">1192</td><td class="code"> pDDSTarget-&gt;Blt(&amp;rc,NULL,NULL,DDBLT_COLORFILL ,&amp;fx);</td></tr>
<tr class="eq"><td class="ln">1193</td><td class="code"> }</td><td class="ln">1193</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1194</td><td class="code"> }else{</td><td class="ln">1194</td><td class="code"> }else{</td></tr>
<tr><td class="ln del">1195</td><td class="del code"> //게임이 시작되지 않았으면.. blank를 보여준다.</td><td class="ln add">1195</td><td class="add code"> //If game has not started.. show blank.</td></tr>
<tr class="eq"><td class="ln">1196</td><td class="code"> pD3DDevice-&gt;Clear(0,NULL,D3DCLEAR_TARGET ,0,1.0f,0);</td><td class="ln">1196</td><td class="code"> pD3DDevice-&gt;Clear(0,NULL,D3DCLEAR_TARGET ,0,1.0f,0);</td></tr>
<tr class="eq"><td class="ln">1197</td><td class="code"> }</td><td class="ln">1197</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1198</td><td class="code"> pD3DDevice-&gt;BeginScene();</td><td class="ln">1198</td><td class="code"> pD3DDevice-&gt;BeginScene();</td></tr>
<tr class="eq"><td class="ln">1199</td><td class="code"> if(sh_game_started &amp;&amp; IsMechShutdown()){</td><td class="ln">1199</td><td class="code"> if(sh_game_started &amp;&amp; IsMechShutdown()){</td></tr>
<tr><td class="ln del">1200</td><td class="del code"> //shut down button을 그린다.</td><td class="ln add">1200</td><td class="add code"> //Draw shutdown button.</td></tr>
<tr class="eq"><td class="ln">1201</td><td class="code"> int state[12]={0,2,0,};</td><td class="ln">1201</td><td class="code"> int state[12]={0,2,0,};</td></tr>
<tr><td class="ln del">1202</td><td class="del code"> state[3]=recent_state[3];//flush state는.. 최근 값을 가져다 쓴다.</td><td class="ln add">1202</td><td class="add code"> state[3]=recent_state[3];//flush state: use the most recent value.</td></tr>
<tr><td class="ln del">1203</td><td class="del code"> state[11]=recent_state[11];//flush state는.. 최근 값을 가져다 쓴다.</td><td class="ln add">1203</td><td class="add code"> state[11]=recent_state[11];//flush state: use the most recent value.</td></tr>
<tr class="eq"><td class="ln">1204</td><td class="code"> if (!g_aaRadarText[0][0])</td><td class="ln">1204</td><td class="code"> if (!g_aaRadarText[0][0])</td></tr>
<tr class="eq"><td class="ln">1205</td><td class="code"> strcpy(&amp;g_aaRadarText[0][0], g_szRadarJumpjet);</td><td class="ln">1205</td><td class="code"> strcpy(&amp;g_aaRadarText[0][0], g_szRadarJumpjet);</td></tr>
<tr class="eq"><td class="ln">1206</td><td class="code"> strcpy(&amp;g_aaRadarText[1][0], g_szRadarStartup);</td><td class="ln">1206</td><td class="code"> strcpy(&amp;g_aaRadarText[1][0], g_szRadarStartup);</td></tr>
<tr><td colspan="4" class="hunk">... 87 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1294</td><td class="code">//state 1:ready</td><td class="ln">1294</td><td class="code">//state 1:ready</td></tr>
<tr class="eq"><td class="ln">1295</td><td class="code">//state 2:activated</td><td class="ln">1295</td><td class="code">//state 2:activated</td></tr>
<tr class="eq"><td class="ln">1296</td><td class="code"></td><td class="ln">1296</td><td class="code"></td></tr>
<tr><td class="ln del">1297</td><td class="del code">//pilot mode에서는 다른 의미를 갖는다.</td><td class="ln add">1297</td><td class="add code">//Has a different meaning in pilot mode.</td></tr>
<tr class="eq"><td class="ln">1298</td><td class="code"></td><td class="ln">1298</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1299</td><td class="code">bool CRadar_Device::DrawBackText(int state[12])</td><td class="ln">1299</td><td class="code">bool CRadar_Device::DrawBackText(int state[12])</td></tr>
<tr class="eq"><td class="ln">1300</td><td class="code">{</td><td class="ln">1300</td><td class="code">{</td></tr>
<tr><td colspan="4" class="hunk">... 93 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1394</td><td class="code">{</td><td class="ln">1394</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">1395</td><td class="code"> CHSH_Device::InitSecond(1024,512); // 640 x 480</td><td class="ln">1395</td><td class="code"> CHSH_Device::InitSecond(1024,512); // 640 x 480</td></tr>
<tr class="eq"><td class="ln">1396</td><td class="code"> if(g_f3dtarget){</td><td class="ln">1396</td><td class="code"> if(g_f3dtarget){</td></tr>
<tr><td class="ln del">1397</td><td class="del code"> pDDSMechTexture=CreatePixelFormatTexture(pDD,128,128,&amp;DDPF_R5G6B5);//3D메크 이미지 저장하기 위한 텍스쳐...</td><td class="ln add">1397</td><td class="add code"> pDDSMechTexture=CreatePixelFormatTexture(pDD,128,128,&amp;DDPF_R5G6B5);//Texture for storing 3D mech image...</td></tr>
<tr class="eq"><td class="ln">1398</td><td class="code"> }else{</td><td class="ln">1398</td><td class="code"> }else{</td></tr>
<tr class="eq"><td class="ln">1399</td><td class="code">// MSL 5.02 Target MFD Image</td><td class="ln">1399</td><td class="code">// MSL 5.02 Target MFD Image</td></tr>
<tr><td class="ln del">1400</td><td class="del code"> // pDDSMechTexture=CreatePixelFormatTexture(pDD,512,512,&amp;DDPF_R5G6B5);//2D메크 이미지 저장하기 위한 텍스쳐...</td><td class="ln add">1400</td><td class="add code"> // pDDSMechTexture=CreatePixelFormatTexture(pDD,512,512,&amp;DDPF_R5G6B5);//texture for storing 2D mech image...</td></tr>
<tr><td class="ln del">1401</td><td class="del code"> pDDSMechTexture=CreatePixelFormatTexture(pDD,1024,1024,&amp;DDPF_R5G6B5);//2D메크 이미지 저장하기 위한 텍스쳐...</td><td class="ln add">1401</td><td class="add code"> pDDSMechTexture=CreatePixelFormatTexture(pDD,1024,1024,&amp;DDPF_R5G6B5);//Texture for storing 2D mech image...</td></tr>
<tr><td class="ln del">1402</td><td class="del code"> //모든 메크의 이미지를 저장한다.</td><td class="ln add">1402</td><td class="add code"> //Store images for all mechs.</td></tr>
<tr class="eq"><td class="ln">1403</td><td class="code"> for(int mech=0;mech&lt;ARRAYSIZE(mechnames);mech++){</td><td class="ln">1403</td><td class="code"> for(int mech=0;mech&lt;ARRAYSIZE(mechnames);mech++){</td></tr>
<tr class="eq"><td class="ln">1404</td><td class="code">// MSL 5.02 Target MFD Image</td><td class="ln">1404</td><td class="code">// MSL 5.02 Target MFD Image</td></tr>
<tr class="eq"><td class="ln">1405</td><td class="code">// int x=(mech%4)*128;</td><td class="ln">1405</td><td class="code">// int x=(mech%4)*128;</td></tr>
<tr><td colspan="4" class="hunk">... 9 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1415</td><td class="code"> }</td><td class="ln">1415</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1416</td><td class="code"> //if(pDDSMechTexture==NULL)MessageBeep(0);</td><td class="ln">1416</td><td class="code"> //if(pDDSMechTexture==NULL)MessageBeep(0);</td></tr>
<tr class="eq"><td class="ln">1417</td><td class="code"> //pDDSMechTexture=0;</td><td class="ln">1417</td><td class="code"> //pDDSMechTexture=0;</td></tr>
<tr><td class="ln del">1418</td><td class="del code"> //pDDSDamageTexture=CreatePixelFormatTexture(pDD,512,512,&amp;DDPF_R4G4B4A4);//데미지.. 이미지를..</td><td class="ln add">1418</td><td class="add code"> //pDDSDamageTexture=CreatePixelFormatTexture(pDD,512,512,&amp;DDPF_R4G4B4A4);//damage image..</td></tr>
<tr><td class="ln del">1419</td><td class="del code"> pDDSDamageTexture=0;//Reset할때.. 새로이 만든다... 지금은 굳이 만들 필요 없다.</td><td class="ln add">1419</td><td class="add code"> pDDSDamageTexture=0;//On Reset: recreated... no need to create now.</td></tr>
<tr class="eq"><td class="ln">1420</td><td class="code">// MSL 5.03 Target Damage Display</td><td class="ln">1420</td><td class="code">// MSL 5.03 Target Damage Display</td></tr>
<tr class="eq"><td class="ln">1421</td><td class="code"> pDDSTargetTexture=0;</td><td class="ln">1421</td><td class="code"> pDDSTargetTexture=0;</td></tr>
<tr class="eq"><td class="ln">1422</td><td class="code"></td><td class="ln">1422</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 68 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1491</td><td class="code"> }</td><td class="ln">1491</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1492</td><td class="code"> ch=channel;</td><td class="ln">1492</td><td class="code"> ch=channel;</td></tr>
<tr class="eq"><td class="ln">1493</td><td class="code"></td><td class="ln">1493</td><td class="code"></td></tr>
<tr><td class="ln del">1494</td><td class="del code"> //Render Target을 설정한다.</td><td class="ln add">1494</td><td class="add code"> //Set the Render Target.</td></tr>
<tr class="eq"><td class="ln">1495</td><td class="code"> SetRenderTargetTexture();</td><td class="ln">1495</td><td class="code"> SetRenderTargetTexture();</td></tr>
<tr class="eq"><td class="ln">1496</td><td class="code"> pD3DDevice-&gt;Clear(0,NULL,D3DCLEAR_TARGET ,0,0,0);</td><td class="ln">1496</td><td class="code"> pD3DDevice-&gt;Clear(0,NULL,D3DCLEAR_TARGET ,0,0,0);</td></tr>
<tr class="eq"><td class="ln">1497</td><td class="code"> pD3DDevice-&gt;BeginScene();</td><td class="ln">1497</td><td class="code"> pD3DDevice-&gt;BeginScene();</td></tr>
<tr><td colspan="4" class="hunk">... 64 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1562</td><td class="code"> //color = 0xFFFFFFFF;</td><td class="ln">1562</td><td class="code"> //color = 0xFFFFFFFF;</td></tr>
<tr class="eq"><td class="ln">1563</td><td class="code"> D3DTLVERTEX Vertices[4]; // Vertices for the cube</td><td class="ln">1563</td><td class="code"> D3DTLVERTEX Vertices[4]; // Vertices for the cube</td></tr>
<tr class="eq"><td class="ln">1564</td><td class="code"></td><td class="ln">1564</td><td class="code"></td></tr>
<tr><td class="ln del">1565</td><td class="del code"> float w=(float)size_back.cx/2;//&lt;==주의: 이점이 radar와 다른점이다.</td><td class="ln add">1565</td><td class="add code"> float w=(float)size_back.cx/2;//&lt;==NOTE: this differs from radar.</td></tr>
<tr class="eq"><td class="ln">1566</td><td class="code"> float x1=(ch/3)*w;</td><td class="ln">1566</td><td class="code"> float x1=(ch/3)*w;</td></tr>
<tr class="eq"><td class="ln">1567</td><td class="code"> float x2=x1+w;</td><td class="ln">1567</td><td class="code"> float x2=x1+w;</td></tr>
<tr class="eq"><td class="ln">1568</td><td class="code"> float h=(float)size_back.cy;</td><td class="ln">1568</td><td class="code"> float h=(float)size_back.cy;</td></tr>
<tr><td colspan="4" class="hunk">... 64 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1633</td><td class="code"> }</td><td class="ln">1633</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1634</td><td class="code"> pD3DDevice-&gt;BeginScene();</td><td class="ln">1634</td><td class="code"> pD3DDevice-&gt;BeginScene();</td></tr>
<tr class="eq"><td class="ln">1635</td><td class="code"> if(sh_game_started) {</td><td class="ln">1635</td><td class="code"> if(sh_game_started) {</td></tr>
<tr><td class="ln del">1636</td><td class="del code"> //게임이 시작되었을때만.. 배경을 그린다.</td><td class="ln add">1636</td><td class="add code"> //Draw background only when game has started..</td></tr>
<tr class="eq"><td class="ln">1637</td><td class="code"> DrawMFDBackGrid();</td><td class="ln">1637</td><td class="code"> DrawMFDBackGrid();</td></tr>
<tr class="eq"><td class="ln">1638</td><td class="code"> }</td><td class="ln">1638</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1639</td><td class="code"> pD3DDevice-&gt;EndScene();</td><td class="ln">1639</td><td class="code"> pD3DDevice-&gt;EndScene();</td></tr>
<tr><td colspan="4" class="hunk">... 135 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1775</td><td class="code"> POINTF &amp;tc = mfd_text_coord[i];</td><td class="ln">1775</td><td class="code"> POINTF &amp;tc = mfd_text_coord[i];</td></tr>
<tr class="eq"><td class="ln">1776</td><td class="code"> if(i!=4){</td><td class="ln">1776</td><td class="code"> if(i!=4){</td></tr>
<tr class="eq"><td class="ln">1777</td><td class="code"> pFont[2].DrawTextMultiLine(tc.x,tc.y,0XFFFFFFFF,mfd_text_weapon[i],TEXTALIGN_ORG);</td><td class="ln">1777</td><td class="code"> pFont[2].DrawTextMultiLine(tc.x,tc.y,0XFFFFFFFF,mfd_text_weapon[i],TEXTALIGN_ORG);</td></tr>
<tr><td class="ln del">1778</td><td class="del code"> }else{//chain fire 표시</td><td class="ln add">1778</td><td class="add code"> }else{//display chain fire</td></tr>
<tr class="eq"><td class="ln">1779</td><td class="code"> DrawQuad((int)tc.x-80,(int)tc.y-20,(int)tc.x+80,(int)tc.y+20,0xFFFFFFFF);</td><td class="ln">1779</td><td class="code"> DrawQuad((int)tc.x-80,(int)tc.y-20,(int)tc.x+80,(int)tc.y+20,0xFFFFFFFF);</td></tr>
<tr class="eq"><td class="ln">1780</td><td class="code"> pFont[2].DrawTextMultiLine(tc.x,tc.y,0XFF000000,mfd_text_weapon[i],TEXTALIGN_ORG);</td><td class="ln">1780</td><td class="code"> pFont[2].DrawTextMultiLine(tc.x,tc.y,0XFF000000,mfd_text_weapon[i],TEXTALIGN_ORG);</td></tr>
<tr class="eq"><td class="ln">1781</td><td class="code"> }</td><td class="ln">1781</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 107 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1889</td><td class="code">bool CMFD_Device::DrawMFDDefaultBackAux1(int state)</td><td class="ln">1889</td><td class="code">bool CMFD_Device::DrawMFDDefaultBackAux1(int state)</td></tr>
<tr class="eq"><td class="ln">1890</td><td class="code">{</td><td class="ln">1890</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">1891</td><td class="code"> if(state==TEAM_MODE){</td><td class="ln">1891</td><td class="code"> if(state==TEAM_MODE){</td></tr>
<tr><td class="ln del">1892</td><td class="del code"> //메크들의 상태를 보여준다.</td><td class="ln add">1892</td><td class="add code"> //Show mech status.</td></tr>
<tr class="eq"><td class="ln">1893</td><td class="code"> DrawQuad(0,240-1,640,240+1,0xFFFFFFFF);</td><td class="ln">1893</td><td class="code"> DrawQuad(0,240-1,640,240+1,0xFFFFFFFF);</td></tr>
<tr class="eq"><td class="ln">1894</td><td class="code"> DrawQuad(160-1,0,160+1,240,0xFFFFFFFF);</td><td class="ln">1894</td><td class="code"> DrawQuad(160-1,0,160+1,240,0xFFFFFFFF);</td></tr>
<tr class="eq"><td class="ln">1895</td><td class="code"> DrawQuad(320-1,0,320+1,240,0xFFFFFFFF);</td><td class="ln">1895</td><td class="code"> DrawQuad(320-1,0,320+1,240,0xFFFFFFFF);</td></tr>
<tr class="eq"><td class="ln">1896</td><td class="code"> DrawQuad(480-1,0,480+1,240,0xFFFFFFFF);</td><td class="ln">1896</td><td class="code"> DrawQuad(480-1,0,480+1,240,0xFFFFFFFF);</td></tr>
<tr class="eq"><td class="ln">1897</td><td class="code"> }else if(state==FREEFORALL_MODE){</td><td class="ln">1897</td><td class="code"> }else if(state==FREEFORALL_MODE){</td></tr>
<tr class="eq"><td class="ln">1898</td><td class="code"> DrawQuadList(8,aux1freequads,0xFFFFFFFF);</td><td class="ln">1898</td><td class="code"> DrawQuadList(8,aux1freequads,0xFFFFFFFF);</td></tr>
<tr><td class="ln del">1899</td><td class="del code"> }else if(state==TEAM_MESSAGE1){//이걸로서 더이상 그릴것이 없다.</td><td class="ln add">1899</td><td class="add code"> }else if(state==TEAM_MESSAGE1){//nothing more to draw.</td></tr>
<tr class="eq"><td class="ln">1900</td><td class="code"> DrawMFDBackText(mfd_text_comm2);</td><td class="ln">1900</td><td class="code"> DrawMFDBackText(mfd_text_comm2);</td></tr>
<tr class="eq"><td class="ln">1901</td><td class="code"> for(int i=0;i&lt;7;i++){</td><td class="ln">1901</td><td class="code"> for(int i=0;i&lt;7;i++){</td></tr>
<tr class="eq"><td class="ln">1902</td><td class="code"> int y=80+i*40;</td><td class="ln">1902</td><td class="code"> int y=80+i*40;</td></tr>
<tr class="eq"><td class="ln">1903</td><td class="code"> pFont[0].DrawText(80,(float)y,0xFFFFFFFF,&amp;aux1_messages[i][0],0);</td><td class="ln">1903</td><td class="code"> pFont[0].DrawText(80,(float)y,0xFFFFFFFF,&amp;aux1_messages[i][0],0);</td></tr>
<tr class="eq"><td class="ln">1904</td><td class="code"> }</td><td class="ln">1904</td><td class="code"> }</td></tr>
<tr><td class="ln del">1905</td><td class="del code"> }else if(state==TEAM_MESSAGE2){//이걸로서 더이상 그릴것이 없다.</td><td class="ln add">1905</td><td class="add code"> }else if(state==TEAM_MESSAGE2){//nothing more to draw.</td></tr>
<tr class="eq"><td class="ln">1906</td><td class="code"> DrawMFDBackText(mfd_text_comm2);</td><td class="ln">1906</td><td class="code"> DrawMFDBackText(mfd_text_comm2);</td></tr>
<tr class="eq"><td class="ln">1907</td><td class="code"> for(int i=0;i&lt;7;i++){</td><td class="ln">1907</td><td class="code"> for(int i=0;i&lt;7;i++){</td></tr>
<tr class="eq"><td class="ln">1908</td><td class="code"> int y=80+i*40;</td><td class="ln">1908</td><td class="code"> int y=80+i*40;</td></tr>
<tr><td colspan="4" class="hunk">... 116 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2025</td><td class="code"></td><td class="ln">2025</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2026</td><td class="code"> DWORD x = 0;</td><td class="ln">2026</td><td class="code"> DWORD x = 0;</td></tr>
<tr class="eq"><td class="ln">2027</td><td class="code"> DWORD y = 0;</td><td class="ln">2027</td><td class="code"> DWORD y = 0;</td></tr>
<tr><td class="ln del">2028</td><td class="del code"> char str[4] = {0,};//DWORD align시키기 위해서..(원래는 2를 쓰면된다.)</td><td class="ln add">2028</td><td class="add code"> char str[4] = {0,};//For DWORD alignment.. (originally 2 would suffice.)</td></tr>
<tr class="eq"><td class="ln">2029</td><td class="code"> SIZE size;</td><td class="ln">2029</td><td class="code"> SIZE size;</td></tr>
<tr><td class="ln del">2030</td><td class="del code"> m_dwMaxWidth=0;//최소값으로 초기화한다.</td><td class="ln add">2030</td><td class="add code"> m_dwMaxWidth=0;//Initialize to minimum value.</td></tr>
<tr class="eq"><td class="ln">2031</td><td class="code"> for( char c=32; c&lt;127; c++ ){</td><td class="ln">2031</td><td class="code"> for( char c=32; c&lt;127; c++ ){</td></tr>
<tr class="eq"><td class="ln">2032</td><td class="code"></td><td class="ln">2032</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2033</td><td class="code"> str[0] = c;</td><td class="ln">2033</td><td class="code"> str[0] = c;</td></tr>
<tr><td colspan="4" class="hunk">... 3 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2037</td><td class="code"> x = 0;</td><td class="ln">2037</td><td class="code"> x = 0;</td></tr>
<tr class="eq"><td class="ln">2038</td><td class="code"> y += size.cy+1;</td><td class="ln">2038</td><td class="code"> y += size.cy+1;</td></tr>
<tr class="eq"><td class="ln">2039</td><td class="code"> }</td><td class="ln">2039</td><td class="code"> }</td></tr>
<tr><td class="ln del">2040</td><td class="del code"> if(size.cx&gt;(int)m_dwMaxWidth){//문자 하나중 가장 큰것..</td><td class="ln add">2040</td><td class="add code"> if(size.cx&gt;(int)m_dwMaxWidth){//widest single character..</td></tr>
<tr class="eq"><td class="ln">2041</td><td class="code"> m_dwMaxWidth=size.cx;</td><td class="ln">2041</td><td class="code"> m_dwMaxWidth=size.cx;</td></tr>
<tr class="eq"><td class="ln">2042</td><td class="code"> }</td><td class="ln">2042</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2043</td><td class="code"></td><td class="ln">2043</td><td class="code"></td></tr>
<tr><td class="ln del">2044</td><td class="del code"> //j가 i의 영역을 침범한다. 적절한 조치를 취할것...</td><td class="ln add">2044</td><td class="add code"> //j invades the region of i. Take appropriate action...</td></tr>
<tr class="eq"><td class="ln">2045</td><td class="code"> ExtTextOut( hDC, x+0, y+0, ETO_OPAQUE, NULL, str, 1, NULL );</td><td class="ln">2045</td><td class="code"> ExtTextOut( hDC, x+0, y+0, ETO_OPAQUE, NULL, str, 1, NULL );</td></tr>
<tr class="eq"><td class="ln">2046</td><td class="code"></td><td class="ln">2046</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2047</td><td class="code"> m_fTexCoords[c-32][0] = ((float)(x+0))/m_dwTexWidth;</td><td class="ln">2047</td><td class="code"> m_fTexCoords[c-32][0] = ((float)(x+0))/m_dwTexWidth;</td></tr>
<tr><td colspan="4" class="hunk">... 25 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2073</td><td class="code"> DeleteDC( hDC );</td><td class="ln">2073</td><td class="code"> DeleteDC( hDC );</td></tr>
<tr class="eq"><td class="ln">2074</td><td class="code"> DeleteObject( hFont );</td><td class="ln">2074</td><td class="code"> DeleteObject( hFont );</td></tr>
<tr class="eq"><td class="ln">2075</td><td class="code"></td><td class="ln">2075</td><td class="code"></td></tr>
<tr><td class="ln del">2076</td><td class="del code"> //////StateBlock관련..</td><td class="ln add">2076</td><td class="add code"> //////StateBlock related..</td></tr>
<tr class="eq"><td class="ln">2077</td><td class="code"> for( UINT which=0; which&lt;2; which++ ){</td><td class="ln">2077</td><td class="code"> for( UINT which=0; which&lt;2; which++ ){</td></tr>
<tr class="eq"><td class="ln">2078</td><td class="code"> m_pd3dDevice-&gt;BeginStateBlock();</td><td class="ln">2078</td><td class="code"> m_pd3dDevice-&gt;BeginStateBlock();</td></tr>
<tr class="eq"><td class="ln">2079</td><td class="code"> m_pd3dDevice-&gt;SetTexture( 0, m_pTexture );</td><td class="ln">2079</td><td class="code"> m_pd3dDevice-&gt;SetTexture( 0, m_pTexture );</td></tr>
<tr><td colspan="4" class="hunk">... 34 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2114</td><td class="code"></td><td class="ln">2114</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2115</td><td class="code"> DWORD x = 0;</td><td class="ln">2115</td><td class="code"> DWORD x = 0;</td></tr>
<tr class="eq"><td class="ln">2116</td><td class="code"> DWORD y = 0;</td><td class="ln">2116</td><td class="code"> DWORD y = 0;</td></tr>
<tr><td class="ln del">2117</td><td class="del code"> char str[4] = {0,};//DWORD align시키기 위해서..(원래는 2를 쓰면된다.)</td><td class="ln add">2117</td><td class="add code"> char str[4] = {0,};//For DWORD alignment.. (originally 2 would suffice.)</td></tr>
<tr class="eq"><td class="ln">2118</td><td class="code"> SIZE size;</td><td class="ln">2118</td><td class="code"> SIZE size;</td></tr>
<tr><td class="ln del">2119</td><td class="del code"> m_dwMaxWidth=0;//최소값으로 초기화한다.</td><td class="ln add">2119</td><td class="add code"> m_dwMaxWidth=0;//Initialize to minimum value.</td></tr>
<tr class="eq"><td class="ln">2120</td><td class="code"> for( char c=32; c&lt;127; c++ ){</td><td class="ln">2120</td><td class="code"> for( char c=32; c&lt;127; c++ ){</td></tr>
<tr class="eq"><td class="ln">2121</td><td class="code"></td><td class="ln">2121</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2122</td><td class="code"> str[0] = c;</td><td class="ln">2122</td><td class="code"> str[0] = c;</td></tr>
<tr><td colspan="4" class="hunk">... 3 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2126</td><td class="code"> x = 0;</td><td class="ln">2126</td><td class="code"> x = 0;</td></tr>
<tr class="eq"><td class="ln">2127</td><td class="code"> y += size.cy+1;</td><td class="ln">2127</td><td class="code"> y += size.cy+1;</td></tr>
<tr class="eq"><td class="ln">2128</td><td class="code"> }</td><td class="ln">2128</td><td class="code"> }</td></tr>
<tr><td class="ln del">2129</td><td class="del code"> if(size.cx&gt;(int)m_dwMaxWidth){//문자 하나중 가장 큰것..</td><td class="ln add">2129</td><td class="add code"> if(size.cx&gt;(int)m_dwMaxWidth){//widest single character..</td></tr>
<tr class="eq"><td class="ln">2130</td><td class="code"> m_dwMaxWidth=size.cx;</td><td class="ln">2130</td><td class="code"> m_dwMaxWidth=size.cx;</td></tr>
<tr class="eq"><td class="ln">2131</td><td class="code"> }</td><td class="ln">2131</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2132</td><td class="code"></td><td class="ln">2132</td><td class="code"></td></tr>
<tr><td class="ln del">2133</td><td class="del code"> //j가 i의 영역을 침범한다. 적절한 조치를 취할것...</td><td class="ln add">2133</td><td class="add code"> //j invades the region of i. Take appropriate action...</td></tr>
<tr class="eq"><td class="ln">2134</td><td class="code"> ExtTextOut( hDC, x+0, y+0, ETO_OPAQUE, NULL, str, 1, NULL );</td><td class="ln">2134</td><td class="code"> ExtTextOut( hDC, x+0, y+0, ETO_OPAQUE, NULL, str, 1, NULL );</td></tr>
<tr class="eq"><td class="ln">2135</td><td class="code"></td><td class="ln">2135</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2136</td><td class="code"> m_fTexCoords[c-32][0] = ((float)(x+0))/m_dwTexWidth;</td><td class="ln">2136</td><td class="code"> m_fTexCoords[c-32][0] = ((float)(x+0))/m_dwTexWidth;</td></tr>
<tr><td colspan="4" class="hunk">... 24 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2161</td><td class="code"> DeleteDC( hDC );</td><td class="ln">2161</td><td class="code"> DeleteDC( hDC );</td></tr>
<tr class="eq"><td class="ln">2162</td><td class="code"> DeleteObject( hFont );</td><td class="ln">2162</td><td class="code"> DeleteObject( hFont );</td></tr>
<tr class="eq"><td class="ln">2163</td><td class="code"></td><td class="ln">2163</td><td class="code"></td></tr>
<tr><td class="ln del">2164</td><td class="del code"> //////StateBlock관련..</td><td class="ln add">2164</td><td class="add code"> //////StateBlock related..</td></tr>
<tr class="eq"><td class="ln">2165</td><td class="code"> for( UINT which=0; which&lt;2; which++ ){</td><td class="ln">2165</td><td class="code"> for( UINT which=0; which&lt;2; which++ ){</td></tr>
<tr class="eq"><td class="ln">2166</td><td class="code"> m_pd3dDevice-&gt;BeginStateBlock();</td><td class="ln">2166</td><td class="code"> m_pd3dDevice-&gt;BeginStateBlock();</td></tr>
<tr class="eq"><td class="ln">2167</td><td class="code"> m_pd3dDevice-&gt;SetTexture( 0, m_pTexture );</td><td class="ln">2167</td><td class="code"> m_pd3dDevice-&gt;SetTexture( 0, m_pTexture );</td></tr>
<tr><td colspan="4" class="hunk">... 23 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2191</td><td class="code"> }</td><td class="ln">2191</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2192</td><td class="code"> SAFE_RELEASE( m_pTexture );</td><td class="ln">2192</td><td class="code"> SAFE_RELEASE( m_pTexture );</td></tr>
<tr class="eq"><td class="ln">2193</td><td class="code"> SAFE_RELEASE( m_pd3dDevice );</td><td class="ln">2193</td><td class="code"> SAFE_RELEASE( m_pd3dDevice );</td></tr>
<tr><td class="ln del">2194</td><td class="del code"> }//m_pd3dDevice==NULL이면 아무것도 하지 않는다.</td><td class="ln add">2194</td><td class="add code"> }//If m_pd3dDevice==NULL, do nothing.</td></tr>
<tr class="eq"><td class="ln">2195</td><td class="code"></td><td class="ln">2195</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2196</td><td class="code">}</td><td class="ln">2196</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">2197</td><td class="code">HRESULT CHSHFont::GetTextExtent(const char* strText, SIZE* pSize )</td><td class="ln">2197</td><td class="code">HRESULT CHSHFont::GetTextExtent(const char* strText, SIZE* pSize )</td></tr>
<tr><td colspan="4" class="hunk">... 42 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2240</td><td class="code"> DWORD dwNumVtx = 0;</td><td class="ln">2240</td><td class="code"> DWORD dwNumVtx = 0;</td></tr>
<tr class="eq"><td class="ln">2241</td><td class="code"> D3DTLVERTEX * pVertices =m_pVB;</td><td class="ln">2241</td><td class="code"> D3DTLVERTEX * pVertices =m_pVB;</td></tr>
<tr class="eq"><td class="ln">2242</td><td class="code"> char c;</td><td class="ln">2242</td><td class="code"> char c;</td></tr>
<tr><td class="ln del">2243</td><td class="del code"> float osx=sx;//원래의 sx;</td><td class="ln add">2243</td><td class="add code"> float osx=sx;//original sx;</td></tr>
<tr><td class="ln del">2244</td><td class="del code"> float h = (m_fTexCoords[0][3]-m_fTexCoords[0][1]) * m_dwTexHeight ;//한글자의 높이는 모두 동일할 것이다.</td><td class="ln add">2244</td><td class="add code"> float h = (m_fTexCoords[0][3]-m_fTexCoords[0][1]) * m_dwTexHeight ;//Height of each character should all be the same.</td></tr>
<tr class="eq"><td class="ln">2245</td><td class="code"></td><td class="ln">2245</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2246</td><td class="code"> while( (c = *strText++)!=0 ){</td><td class="ln">2246</td><td class="code"> while( (c = *strText++)!=0 ){</td></tr>
<tr class="eq"><td class="ln">2247</td><td class="code"></td><td class="ln">2247</td><td class="code"></td></tr>
<tr><td class="ln del">2248</td><td class="del code"> if( c == &#x27;\n&#x27;)sy+=h,sx=osx;//여러줄을 표시할때...</td><td class="ln add">2248</td><td class="add code"> if( c == &#x27;\n&#x27;)sy+=h,sx=osx;//when displaying multiple lines...</td></tr>
<tr class="eq"><td class="ln">2249</td><td class="code"></td><td class="ln">2249</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2250</td><td class="code"> if( c &lt; &#x27; &#x27; )continue;</td><td class="ln">2250</td><td class="code"> if( c &lt; &#x27; &#x27; )continue;</td></tr>
<tr class="eq"><td class="ln">2251</td><td class="code"></td><td class="ln">2251</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 22 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2274</td><td class="code"> sx += w;</td><td class="ln">2274</td><td class="code"> sx += w;</td></tr>
<tr class="eq"><td class="ln">2275</td><td class="code"> }</td><td class="ln">2275</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2276</td><td class="code"></td><td class="ln">2276</td><td class="code"></td></tr>
<tr><td class="ln del">2277</td><td class="del code"> //나머지 것들을 그린다.</td><td class="ln add">2277</td><td class="add code"> //Draw the remaining items.</td></tr>
<tr class="eq"><td class="ln">2278</td><td class="code"> if(dwNumVtx&gt; 0 ){</td><td class="ln">2278</td><td class="code"> if(dwNumVtx&gt; 0 ){</td></tr>
<tr class="eq"><td class="ln">2279</td><td class="code"> m_pd3dDevice-&gt;DrawPrimitive( D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX ,m_pVB,dwNumVtx,0 );</td><td class="ln">2279</td><td class="code"> m_pd3dDevice-&gt;DrawPrimitive( D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX ,m_pVB,dwNumVtx,0 );</td></tr>
<tr class="eq"><td class="ln">2280</td><td class="code"> }</td><td class="ln">2280</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 61 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2342</td><td class="code"> break;</td><td class="ln">2342</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">2343</td><td class="code"> }</td><td class="ln">2343</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2344</td><td class="code"></td><td class="ln">2344</td><td class="code"></td></tr>
<tr><td class="ln del">2345</td><td class="del code"> char string[128];//최대값을 임의로 정한다.</td><td class="ln add">2345</td><td class="add code"> char string[128];//Max length set arbitrarily.</td></tr>
<tr class="eq"><td class="ln">2346</td><td class="code"> strcpy(string,strText);</td><td class="ln">2346</td><td class="code"> strcpy(string,strText);</td></tr>
<tr class="eq"><td class="ln">2347</td><td class="code"> char * seps=&quot;\n&quot;;</td><td class="ln">2347</td><td class="code"> char * seps=&quot;\n&quot;;</td></tr>
<tr class="eq"><td class="ln">2348</td><td class="code"> char * token;</td><td class="ln">2348</td><td class="code"> char * token;</td></tr>
<tr><td colspan="4" class="hunk">... 28 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2377</td><td class="code"> float h = (float)((m_fTexCoords[0][3]-m_fTexCoords[0][1])*m_dwTexHeight);</td><td class="ln">2377</td><td class="code"> float h = (float)((m_fTexCoords[0][3]-m_fTexCoords[0][1])*m_dwTexHeight);</td></tr>
<tr class="eq"><td class="ln">2378</td><td class="code"> float w = (float)m_dwMaxWidth;</td><td class="ln">2378</td><td class="code"> float w = (float)m_dwMaxWidth;</td></tr>
<tr class="eq"><td class="ln">2379</td><td class="code"></td><td class="ln">2379</td><td class="code"></td></tr>
<tr><td class="ln del">2380</td><td class="del code"> //가로 쓰기라고 가정했을때의 명칭이다.</td><td class="ln add">2380</td><td class="add code"> //Name assuming horizontal (left-to-right) text layout.</td></tr>
<tr class="eq"><td class="ln">2381</td><td class="code"> int col_count=0;//maximum column count</td><td class="ln">2381</td><td class="code"> int col_count=0;//maximum column count</td></tr>
<tr class="eq"><td class="ln">2382</td><td class="code"> int row_count=1;</td><td class="ln">2382</td><td class="code"> int row_count=1;</td></tr>
<tr class="eq"><td class="ln">2383</td><td class="code"></td><td class="ln">2383</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 11 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2395</td><td class="code"> ccount++;</td><td class="ln">2395</td><td class="code"> ccount++;</td></tr>
<tr class="eq"><td class="ln">2396</td><td class="code"> if(ccount&gt;col_count)col_count=ccount;//update the max value</td><td class="ln">2396</td><td class="code"> if(ccount&gt;col_count)col_count=ccount;//update the max value</td></tr>
<tr class="eq"><td class="ln">2397</td><td class="code"> }</td><td class="ln">2397</td><td class="code"> }</td></tr>
<tr><td class="ln del">2398</td><td class="del code"> //여기서는 새로 쓰기일때의 크기이다.</td><td class="ln add">2398</td><td class="add code"> //This is the size when writing from scratch.</td></tr>
<tr class="eq"><td class="ln">2399</td><td class="code"> SIZE size;</td><td class="ln">2399</td><td class="code"> SIZE size;</td></tr>
<tr class="eq"><td class="ln">2400</td><td class="code"> size.cx=(int)(row_count*w);</td><td class="ln">2400</td><td class="code"> size.cx=(int)(row_count*w);</td></tr>
<tr class="eq"><td class="ln">2401</td><td class="code"> size.cy=(int)(col_count*h);</td><td class="ln">2401</td><td class="code"> size.cy=(int)(col_count*h);</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2408</td><td class="code"> m_pd3dDevice-&gt;ApplyStateBlock( m_dwDrawTextStateBlock );</td><td class="ln">2408</td><td class="code"> m_pd3dDevice-&gt;ApplyStateBlock( m_dwDrawTextStateBlock );</td></tr>
<tr class="eq"><td class="ln">2409</td><td class="code"> m_pd3dDevice-&gt;SetTexture(0,m_pTexture);</td><td class="ln">2409</td><td class="code"> m_pd3dDevice-&gt;SetTexture(0,m_pTexture);</td></tr>
<tr class="eq"><td class="ln">2410</td><td class="code"></td><td class="ln">2410</td><td class="code"></td></tr>
<tr><td class="ln del">2411</td><td class="del code"> char string[128];//최대값을 임의로 정한다.</td><td class="ln add">2411</td><td class="add code"> char string[128];//Max length set arbitrarily.</td></tr>
<tr class="eq"><td class="ln">2412</td><td class="code"> strcpy(string,strText);</td><td class="ln">2412</td><td class="code"> strcpy(string,strText);</td></tr>
<tr class="eq"><td class="ln">2413</td><td class="code"> char * seps=&quot;\n&quot;;</td><td class="ln">2413</td><td class="code"> char * seps=&quot;\n&quot;;</td></tr>
<tr class="eq"><td class="ln">2414</td><td class="code"> char * token;</td><td class="ln">2414</td><td class="code"> char * token;</td></tr>
<tr><td colspan="4" class="hunk">... 1 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2416</td><td class="code"> DWORD dwNumVtx = 0;</td><td class="ln">2416</td><td class="code"> DWORD dwNumVtx = 0;</td></tr>
<tr class="eq"><td class="ln">2417</td><td class="code"> D3DTLVERTEX * pVertices =m_pVB;</td><td class="ln">2417</td><td class="code"> D3DTLVERTEX * pVertices =m_pVB;</td></tr>
<tr class="eq"><td class="ln">2418</td><td class="code"></td><td class="ln">2418</td><td class="code"></td></tr>
<tr><td class="ln del">2419</td><td class="del code"> float osy=sy-size.cy/2;//원래의 sy 가장 높은 좌표..;</td><td class="ln add">2419</td><td class="add code"> float osy=sy-size.cy/2;//original sy: topmost coordinate..;</td></tr>
<tr class="eq"><td class="ln">2420</td><td class="code"> sx=sx-size.cx/2;</td><td class="ln">2420</td><td class="code"> sx=sx-size.cx/2;</td></tr>
<tr class="eq"><td class="ln">2421</td><td class="code"></td><td class="ln">2421</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2422</td><td class="code"></td><td class="ln">2422</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 33 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2456</td><td class="code"> token = strtok( NULL, seps );</td><td class="ln">2456</td><td class="code"> token = strtok( NULL, seps );</td></tr>
<tr class="eq"><td class="ln">2457</td><td class="code"> }</td><td class="ln">2457</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2458</td><td class="code"></td><td class="ln">2458</td><td class="code"></td></tr>
<tr><td class="ln del">2459</td><td class="del code"> //나머지 것들을 그린다.</td><td class="ln add">2459</td><td class="add code"> //Draw the remaining items.</td></tr>
<tr class="eq"><td class="ln">2460</td><td class="code"> if(dwNumVtx&gt; 0 ){</td><td class="ln">2460</td><td class="code"> if(dwNumVtx&gt; 0 ){</td></tr>
<tr class="eq"><td class="ln">2461</td><td class="code"> m_pd3dDevice-&gt;DrawPrimitive( D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX ,m_pVB,dwNumVtx,0 );</td><td class="ln">2461</td><td class="code"> m_pd3dDevice-&gt;DrawPrimitive( D3DPT_TRIANGLELIST, D3DFVF_TLVERTEX ,m_pVB,dwNumVtx,0 );</td></tr>
<tr class="eq"><td class="ln">2462</td><td class="code"> }</td><td class="ln">2462</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 43 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2506</td><td class="code"> if(stage==1){</td><td class="ln">2506</td><td class="code"> if(stage==1){</td></tr>
<tr class="eq"><td class="ln">2507</td><td class="code"> if(inited){</td><td class="ln">2507</td><td class="code"> if(inited){</td></tr>
<tr class="eq"><td class="ln">2508</td><td class="code"> //normal function</td><td class="ln">2508</td><td class="code"> //normal function</td></tr>
<tr><td class="ln del">2509</td><td class="del code"> //성능상의 이유로.. 맨처음에 두었음..</td><td class="ln add">2509</td><td class="add code"> //Placed at the top for performance reasons..</td></tr>
<tr class="eq"><td class="ln">2510</td><td class="code"> RECT rc={0,0,128,128};</td><td class="ln">2510</td><td class="code"> RECT rc={0,0,128,128};</td></tr>
<tr class="eq"><td class="ln">2511</td><td class="code"> LONG lPitch;</td><td class="ln">2511</td><td class="code"> LONG lPitch;</td></tr>
<tr class="eq"><td class="ln">2512</td><td class="code"> LPDWORD agp_org,agp,pci_org,pci,mem;</td><td class="ln">2512</td><td class="code"> LPDWORD agp_org,agp,pci_org,pci,mem;</td></tr>
<tr class="eq"><td class="ln">2513</td><td class="code"> int x,y;</td><td class="ln">2513</td><td class="code"> int x,y;</td></tr>
<tr class="eq"><td class="ln">2514</td><td class="code"> int sx=0,sy=10,ex=120,ey=112;</td><td class="ln">2514</td><td class="code"> int sx=0,sy=10,ex=120,ey=112;</td></tr>
<tr><td class="ln del">2515</td><td class="del code"> //int hy=ey-sy;//높이.</td><td class="ln add">2515</td><td class="add code"> //int hy=ey-sy;//height.</td></tr>
<tr class="eq"><td class="ln">2516</td><td class="code">// if(1&lt;=sh_step&amp;&amp;sh_step&lt;=3){</td><td class="ln">2516</td><td class="code">// if(1&lt;=sh_step&amp;&amp;sh_step&lt;=3){</td></tr>
<tr class="eq"><td class="ln">2517</td><td class="code"> //1. AGP-&gt;MEM</td><td class="ln">2517</td><td class="code"> //1. AGP-&gt;MEM</td></tr>
<tr><td class="ln del">2518</td><td class="del code"> //int h=(sh_step-1)*hy/3;//세그먼트 오프셋..</td><td class="ln add">2518</td><td class="add code"> //int h=(sh_step-1)*hy/3;//segment offset..</td></tr>
<tr class="eq"><td class="ln">2519</td><td class="code"> mem=mem_org;</td><td class="ln">2519</td><td class="code"> mem=mem_org;</td></tr>
<tr class="eq"><td class="ln">2520</td><td class="code"> agp_org=(DWORD*)GetSurfacePointer(SH_TargetBufferSurface,rc,lPitch,DDLOCK_READONLY );</td><td class="ln">2520</td><td class="code"> agp_org=(DWORD*)GetSurfacePointer(SH_TargetBufferSurface,rc,lPitch,DDLOCK_READONLY );</td></tr>
<tr class="eq"><td class="ln">2521</td><td class="code"> if(agp_org!=NULL){</td><td class="ln">2521</td><td class="code"> if(agp_org!=NULL){</td></tr>
<tr><td class="ln del">2522</td><td class="del code"> if(lPitch%4==0){// DWORD align됐을때만 실행한다.</td><td class="ln add">2522</td><td class="add code"> if(lPitch%4==0){// execute only when DWORD aligned.</td></tr>
<tr class="eq"><td class="ln">2523</td><td class="code"> for(y=sy;y&lt;ey;y++){</td><td class="ln">2523</td><td class="code"> for(y=sy;y&lt;ey;y++){</td></tr>
<tr class="eq"><td class="ln">2524</td><td class="code"> agp=agp_org+lPitch/4*y;</td><td class="ln">2524</td><td class="code"> agp=agp_org+lPitch/4*y;</td></tr>
<tr class="eq"><td class="ln">2525</td><td class="code"> mem=mem_org+128*2/4*y;</td><td class="ln">2525</td><td class="code"> mem=mem_org+128*2/4*y;</td></tr>
<tr><td colspan="4" class="hunk">... 26 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2552</td><td class="code"> mem=mem_org;</td><td class="ln">2552</td><td class="code"> mem=mem_org;</td></tr>
<tr class="eq"><td class="ln">2553</td><td class="code"> pci_org=(DWORD*)GetSurfacePointer(texture,rc,lPitch,DDLOCK_WRITEONLY );</td><td class="ln">2553</td><td class="code"> pci_org=(DWORD*)GetSurfacePointer(texture,rc,lPitch,DDLOCK_WRITEONLY );</td></tr>
<tr class="eq"><td class="ln">2554</td><td class="code"> if(pci_org){</td><td class="ln">2554</td><td class="code"> if(pci_org){</td></tr>
<tr><td class="ln del">2555</td><td class="del code"> if(lPitch%4==0){// DWORD align됐을때만 실행한다.</td><td class="ln add">2555</td><td class="add code"> if(lPitch%4==0){// execute only when DWORD aligned.</td></tr>
<tr class="eq"><td class="ln">2556</td><td class="code"> for(y=sy;y&lt;ey;y++){</td><td class="ln">2556</td><td class="code"> for(y=sy;y&lt;ey;y++){</td></tr>
<tr class="eq"><td class="ln">2557</td><td class="code"> pci=pci_org+lPitch/4*y;</td><td class="ln">2557</td><td class="code"> pci=pci_org+lPitch/4*y;</td></tr>
<tr class="eq"><td class="ln">2558</td><td class="code"> mem=mem_org+128*2/4*y;</td><td class="ln">2558</td><td class="code"> mem=mem_org+128*2/4*y;</td></tr>
<tr><td colspan="4" class="hunk">... 34 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2593</td><td class="code">// Full Screen</td><td class="ln">2593</td><td class="code">// Full Screen</td></tr>
<tr class="eq"><td class="ln">2594</td><td class="code">//_____________________________________________________________________________________________________</td><td class="ln">2594</td><td class="code">//_____________________________________________________________________________________________________</td></tr>
<tr class="eq"><td class="ln">2595</td><td class="code"></td><td class="ln">2595</td><td class="code"></td></tr>
<tr><td class="ln del">2596</td><td class="del code">//전에 SCREENS와 유사한 역할을 한다</td><td class="ln add">2596</td><td class="add code">//Previously served a role similar to SCREENS</td></tr>
<tr><td class="ln del">2597</td><td class="del code">//command line paramemer에 의해 정해지고 이후에는 변하지 않는다.</td><td class="ln add">2597</td><td class="add code">//Set by command line parameter and does not change thereafter.</td></tr>
<tr class="eq"><td class="ln">2598</td><td class="code">bool use_multimonitor;</td><td class="ln">2598</td><td class="code">bool use_multimonitor;</td></tr>
<tr class="eq"><td class="ln">2599</td><td class="code"></td><td class="ln">2599</td><td class="code"></td></tr>
<tr><td class="ln del">2600</td><td class="del code">//보통 true이다.. 그러나 window모드로 들어가면.. false가된다.</td><td class="ln add">2600</td><td class="add code">//Normally true.. but becomes false when entering windowed mode..</td></tr>
<tr><td class="ln del">2601</td><td class="del code">//true이면.. 각종 드로딩 루틴을 그리고 false를 일때는 일체 하지 않는다.</td><td class="ln add">2601</td><td class="add code">//If true.. runs all drawing routines; if false, does nothing.</td></tr>
<tr class="eq"><td class="ln">2602</td><td class="code">bool draw_mfd_huds;</td><td class="ln">2602</td><td class="code">bool draw_mfd_huds;</td></tr>
<tr class="eq"><td class="ln">2603</td><td class="code"></td><td class="ln">2603</td><td class="code"></td></tr>
<tr><td class="ln del">2604</td><td class="del code">//window모드가 되었을때 무조건 true가 되도록한다.(현재에는..)</td><td class="ln add">2604</td><td class="add code">//Force to true when windowed mode is entered. (currently..)</td></tr>
<tr><td class="ln del">2605</td><td class="del code">//멀티모디터 드로잉과는 관계없다.</td><td class="ln add">2605</td><td class="add code">//Unrelated to multi-monitor drawing.</td></tr>
<tr class="eq"><td class="ln">2606</td><td class="code">bool draw_main_huds;</td><td class="ln">2606</td><td class="code">bool draw_main_huds;</td></tr>
<tr class="eq"><td class="ln">2607</td><td class="code">CRadar_Device radar_device;</td><td class="ln">2607</td><td class="code">CRadar_Device radar_device;</td></tr>
<tr class="eq"><td class="ln">2608</td><td class="code">CMFD_Device mfd_device;</td><td class="ln">2608</td><td class="code">CMFD_Device mfd_device;</td></tr>
<tr><td colspan="4" class="hunk">... 110 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2719</td><td class="code"> const int segvert=(seg+1)*2;</td><td class="ln">2719</td><td class="code"> const int segvert=(seg+1)*2;</td></tr>
<tr class="eq"><td class="ln">2720</td><td class="code"> static D3DTLVERTEX Vertices[seg2][segvert]; // Vertices for the cube</td><td class="ln">2720</td><td class="code"> static D3DTLVERTEX Vertices[seg2][segvert]; // Vertices for the cube</td></tr>
<tr class="eq"><td class="ln">2721</td><td class="code"> static bool vertices_initialized=false;</td><td class="ln">2721</td><td class="code"> static bool vertices_initialized=false;</td></tr>
<tr><td class="ln del">2722</td><td class="del code"> //int rcount,scount;//회전 방향 setment수.., 직선 방향 segment수..</td><td class="ln add">2722</td><td class="add code"> //int rcount,scount;//num rotation-direction segments, num straight-direction segments..</td></tr>
<tr class="eq"><td class="ln">2723</td><td class="code"> static float off_z=0;</td><td class="ln">2723</td><td class="code"> static float off_z=0;</td></tr>
<tr class="eq"><td class="ln">2724</td><td class="code"> if(freload){</td><td class="ln">2724</td><td class="code"> if(freload){</td></tr>
<tr class="eq"><td class="ln">2725</td><td class="code"> char temppath[MAX_PATH];</td><td class="ln">2725</td><td class="code"> char temppath[MAX_PATH];</td></tr>
<tr><td colspan="4" class="hunk">... 19 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2745</td><td class="code"> MakeTorus(Vertices[2],w/2,h/2, 0*f,100*f,seg,0xFF000000,0xFF666666,0.3f,0.5f,0,-500,0,-200);</td><td class="ln">2745</td><td class="code"> MakeTorus(Vertices[2],w/2,h/2, 0*f,100*f,seg,0xFF000000,0xFF666666,0.3f,0.5f,0,-500,0,-200);</td></tr>
<tr class="eq"><td class="ln">2746</td><td class="code"> vertices_initialized=true;</td><td class="ln">2746</td><td class="code"> vertices_initialized=true;</td></tr>
<tr class="eq"><td class="ln">2747</td><td class="code"> }else{</td><td class="ln">2747</td><td class="code"> }else{</td></tr>
<tr><td class="ln del">2748</td><td class="del code"> //초기화 됐을경우는 텍스쳐 좌표를 계속해서 바꾼다.</td><td class="ln add">2748</td><td class="add code"> //If initialized, keep changing texture coordinates.</td></tr>
<tr class="eq"><td class="ln">2749</td><td class="code"> static float offset=0;</td><td class="ln">2749</td><td class="code"> static float offset=0;</td></tr>
<tr class="eq"><td class="ln">2750</td><td class="code"> static float off=0;</td><td class="ln">2750</td><td class="code"> static float off=0;</td></tr>
<tr class="eq"><td class="ln">2751</td><td class="code"> float bb=sinf(off)*2;</td><td class="ln">2751</td><td class="code"> float bb=sinf(off)*2;</td></tr>
<tr><td colspan="4" class="hunk">... 22 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2774</td><td class="code">{</td><td class="ln">2774</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">2775</td><td class="code"> static D3DTLVERTEX Vertices[4]; // Vertices for the cube</td><td class="ln">2775</td><td class="code"> static D3DTLVERTEX Vertices[4]; // Vertices for the cube</td></tr>
<tr class="eq"><td class="ln">2776</td><td class="code"> static bool vertices_initialized=false;</td><td class="ln">2776</td><td class="code"> static bool vertices_initialized=false;</td></tr>
<tr><td class="ln del">2777</td><td class="del code"> //int rcount,scount;//회전 방향 setment수.., 직선 방향 segment수..</td><td class="ln add">2777</td><td class="add code"> //int rcount,scount;//num rotation-direction segments, num straight-direction segments..</td></tr>
<tr class="eq"><td class="ln">2778</td><td class="code"> static float off_z=0;</td><td class="ln">2778</td><td class="code"> static float off_z=0;</td></tr>
<tr class="eq"><td class="ln">2779</td><td class="code"> if(freload){</td><td class="ln">2779</td><td class="code"> if(freload){</td></tr>
<tr class="eq"><td class="ln">2780</td><td class="code"> extern bool g_bCOOP; // COin OPeration</td><td class="ln">2780</td><td class="code"> extern bool g_bCOOP; // COin OPeration</td></tr>
<tr><td colspan="4" class="hunk">... 24 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2805</td><td class="code"> Vertices[3] = D3DTLVERTEX(D3DVECTOR( (float)w, (float)h, z_pos),1.0f,0xFFFFFFFF,0, 800.0f/1024.0f, 600.0f/1024.0f );</td><td class="ln">2805</td><td class="code"> Vertices[3] = D3DTLVERTEX(D3DVECTOR( (float)w, (float)h, z_pos),1.0f,0xFFFFFFFF,0, 800.0f/1024.0f, 600.0f/1024.0f );</td></tr>
<tr class="eq"><td class="ln">2806</td><td class="code"> vertices_initialized=true;</td><td class="ln">2806</td><td class="code"> vertices_initialized=true;</td></tr>
<tr class="eq"><td class="ln">2807</td><td class="code"> }else{</td><td class="ln">2807</td><td class="code"> }else{</td></tr>
<tr><td class="ln del">2808</td><td class="del code"> //초기화 됐을경우는 텍스쳐 좌표를 계속해서 바꾼다.</td><td class="ln add">2808</td><td class="add code"> //If initialized, keep changing texture coordinates.</td></tr>
<tr class="eq"><td class="ln">2809</td><td class="code"> }</td><td class="ln">2809</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2810</td><td class="code"> pd3dDevice-&gt;SetTextureStageState(0,D3DTSS_COLOROP ,D3DTOP_MODULATE);</td><td class="ln">2810</td><td class="code"> pd3dDevice-&gt;SetTextureStageState(0,D3DTSS_COLOROP ,D3DTOP_MODULATE);</td></tr>
<tr class="eq"><td class="ln">2811</td><td class="code"> pd3dDevice-&gt;SetTextureStageState(0,D3DTSS_COLORARG1 ,D3DTA_TEXTURE);</td><td class="ln">2811</td><td class="code"> pd3dDevice-&gt;SetTextureStageState(0,D3DTSS_COLORARG1 ,D3DTA_TEXTURE);</td></tr>
<tr><td colspan="4" class="hunk">... 12 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2824</td><td class="code"> pd3dDevice-&gt;DrawPrimitive( D3DPT_TRIANGLESTRIP, D3DFVF_TLVERTEX , Vertices, 4, NULL );</td><td class="ln">2824</td><td class="code"> pd3dDevice-&gt;DrawPrimitive( D3DPT_TRIANGLESTRIP, D3DFVF_TLVERTEX , Vertices, 4, NULL );</td></tr>
<tr class="eq"><td class="ln">2825</td><td class="code">}</td><td class="ln">2825</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">2826</td><td class="code"></td><td class="ln">2826</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/CoreTech/Libraries/GameOS/render.hpp</h2>
<div class="summary">+19 -19 lines changed</div>
<table>
<tr><td class="ln del">1</td><td class="del code">//D3DCOLOR_XXXX정위한다.(d3d8types.h에 정의되어 있으므로. 정의되어있지 않을것이다.</td><td class="ln add">1</td><td class="add code">//D3DCOLOR_XXXX macros are defined in d3d8types.h and will not be redefined here.</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#ifndef D3DCOLOR_ARGB</td><td class="ln">2</td><td class="code">#ifndef D3DCOLOR_ARGB</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">4</td><td class="code">#define D3DCOLOR_ARGB(a,r,g,b) (D3DCOLOR)((((a)&amp;0xff)&lt;&lt;24)|(((r)&amp;0xff)&lt;&lt;16)|(((g)&amp;0xff)&lt;&lt;8)|((b)&amp;0xff)))</td><td class="ln">4</td><td class="code">#define D3DCOLOR_ARGB(a,r,g,b) (D3DCOLOR)((((a)&amp;0xff)&lt;&lt;24)|(((r)&amp;0xff)&lt;&lt;16)|(((g)&amp;0xff)&lt;&lt;8)|((b)&amp;0xff)))</td></tr>
<tr><td colspan="4" class="hunk">... 39 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">44</td><td class="code">#define AUX1_TEAM_MESSAGE 2</td><td class="ln">44</td><td class="code">#define AUX1_TEAM_MESSAGE 2</td></tr>
<tr class="eq"><td class="ln">45</td><td class="code">#define AUX1_FREE_MESSAGE 3</td><td class="ln">45</td><td class="code">#define AUX1_FREE_MESSAGE 3</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code"></td><td class="ln">46</td><td class="code"></td></tr>
<tr><td class="ln del">47</td><td class="del code">//각 디바이스마다.., 각 폰트 종류(typeface,크기,굴기,기울기)가 달라질때 마다 하나씩 생성시켜 사용하면 된다.</td><td class="ln add">47</td><td class="add code">//Create one instance per device per font type (typeface, size, bold, italic).</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code">class CHSHFont</td><td class="ln">48</td><td class="code">class CHSHFont</td></tr>
<tr class="eq"><td class="ln">49</td><td class="code">{</td><td class="ln">49</td><td class="code">{</td></tr>
<tr><td class="ln del">50</td><td class="del code"> //일시적으로 사용되고.. 각 instance마다 사용되어질 필요가 없으므로 static으로 하였다.</td><td class="ln add">50</td><td class="add code"> //Used temporarily; no need per instance, so declared static.</td></tr>
<tr class="eq"><td class="ln">51</td><td class="code"> static D3DTLVERTEX m_pVB[300];</td><td class="ln">51</td><td class="code"> static D3DTLVERTEX m_pVB[300];</td></tr>
<tr class="eq"><td class="ln">52</td><td class="code"></td><td class="ln">52</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">53</td><td class="code"> LPDIRECT3DDEVICE7 m_pd3dDevice;</td><td class="ln">53</td><td class="code"> LPDIRECT3DDEVICE7 m_pd3dDevice;</td></tr>
<tr><td colspan="4" class="hunk">... 5 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">59</td><td class="code"> DWORD m_dwSavedStateBlock;</td><td class="ln">59</td><td class="code"> DWORD m_dwSavedStateBlock;</td></tr>
<tr class="eq"><td class="ln">60</td><td class="code"> DWORD m_dwDrawTextStateBlock;</td><td class="ln">60</td><td class="code"> DWORD m_dwDrawTextStateBlock;</td></tr>
<tr class="eq"><td class="ln">61</td><td class="code"></td><td class="ln">61</td><td class="code"></td></tr>
<tr><td class="ln del">62</td><td class="del code"> DWORD m_dwMaxWidth;//문자 하나중 가장 큰것..</td><td class="ln add">62</td><td class="add code"> DWORD m_dwMaxWidth;//Width of the widest single character..</td></tr>
<tr class="eq"><td class="ln">63</td><td class="code">public:</td><td class="ln">63</td><td class="code">public:</td></tr>
<tr class="eq"><td class="ln">64</td><td class="code"> CHSHFont();</td><td class="ln">64</td><td class="code"> CHSHFont();</td></tr>
<tr class="eq"><td class="ln">65</td><td class="code"> ~CHSHFont();</td><td class="ln">65</td><td class="code"> ~CHSHFont();</td></tr>
<tr><td colspan="4" class="hunk">... 14 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">80</td><td class="code"> CHSH_Device* m_pOtherHSHD;</td><td class="ln">80</td><td class="code"> CHSH_Device* m_pOtherHSHD;</td></tr>
<tr class="eq"><td class="ln">81</td><td class="code">public:</td><td class="ln">81</td><td class="code">public:</td></tr>
<tr class="eq"><td class="ln">82</td><td class="code"> LPDIRECTDRAW7 pDD;</td><td class="ln">82</td><td class="code"> LPDIRECTDRAW7 pDD;</td></tr>
<tr><td class="ln del">83</td><td class="del code"> LPDIRECTDRAWSURFACE7 pDDSFront; //Flip을 하기위해서 필요..</td><td class="ln add">83</td><td class="add code"> LPDIRECTDRAWSURFACE7 pDDSFront; //Required for Flip..</td></tr>
<tr><td class="ln del">84</td><td class="del code"> LPDIRECTDRAWSURFACE7 pDDSBack; //Drawing하기 위해서 필요.</td><td class="ln add">84</td><td class="add code"> LPDIRECTDRAWSURFACE7 pDDSBack; //Required for Drawing.</td></tr>
<tr><td class="ln del">85</td><td class="del code"> LPDIRECTDRAWSURFACE7 pDDSTarget; //실제 그리는 텍스쳐 이다.</td><td class="ln add">85</td><td class="add code"> LPDIRECTDRAWSURFACE7 pDDSTarget; //The actual rendering texture.</td></tr>
<tr><td class="ln del">86</td><td class="del code"> LPDIRECTDRAWSURFACE7 pDDSTexture; //실제 그리는 텍스쳐 이다.</td><td class="ln add">86</td><td class="add code"> LPDIRECTDRAWSURFACE7 pDDSTexture; //The actual rendering texture.</td></tr>
<tr class="eq"><td class="ln">87</td><td class="code"> LPDIRECT3DDEVICE7 pD3DDevice;</td><td class="ln">87</td><td class="code"> LPDIRECT3DDEVICE7 pD3DDevice;</td></tr>
<tr class="eq"><td class="ln">88</td><td class="code"> CHSHFont pFont[4];</td><td class="ln">88</td><td class="code"> CHSHFont pFont[4];</td></tr>
<tr class="eq"><td class="ln">89</td><td class="code"> SIZE size_back;</td><td class="ln">89</td><td class="code"> SIZE size_back;</td></tr>
<tr><td colspan="4" class="hunk">... 51 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">141</td><td class="code"> bool InitFirst();</td><td class="ln">141</td><td class="code"> bool InitFirst();</td></tr>
<tr class="eq"><td class="ln">142</td><td class="code"> bool InitSecond();</td><td class="ln">142</td><td class="code"> bool InitSecond();</td></tr>
<tr class="eq"><td class="ln">143</td><td class="code"> LPDIRECTDRAWSURFACE7 pDDSBackground; //one attatched image sruface</td><td class="ln">143</td><td class="code"> LPDIRECTDRAWSURFACE7 pDDSBackground; //one attatched image sruface</td></tr>
<tr><td class="ln del">144</td><td class="del code"> LPDIRECTDRAWSURFACE7 pDDSRadarDamageTexture;//메크 데미지 텍스쳐..</td><td class="ln add">144</td><td class="add code"> LPDIRECTDRAWSURFACE7 pDDSRadarDamageTexture;//Mech damage texture..</td></tr>
<tr class="eq"><td class="ln">145</td><td class="code">// MSL 5.03 Mechview</td><td class="ln">145</td><td class="code">// MSL 5.03 Mechview</td></tr>
<tr class="eq"><td class="ln">146</td><td class="code"> LPDIRECTDRAWSURFACE7 pDDSMechViewBkgnd;</td><td class="ln">146</td><td class="code"> LPDIRECTDRAWSURFACE7 pDDSMechViewBkgnd;</td></tr>
<tr class="eq"><td class="ln">147</td><td class="code"> LPDIRECTDRAWSURFACE7 pDDSMechViewBeagle;</td><td class="ln">147</td><td class="code"> LPDIRECTDRAWSURFACE7 pDDSMechViewBeagle;</td></tr>
<tr><td colspan="4" class="hunk">... 3 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">151</td><td class="code"> LPDIRECTDRAWSURFACE7 pDDSMechViewLightamp;</td><td class="ln">151</td><td class="code"> LPDIRECTDRAWSURFACE7 pDDSMechViewLightamp;</td></tr>
<tr class="eq"><td class="ln">152</td><td class="code"> LPDIRECTDRAWSURFACE7 m_pDDSMechView; //m x n - tiled 3D MechView images</td><td class="ln">152</td><td class="code"> LPDIRECTDRAWSURFACE7 m_pDDSMechView; //m x n - tiled 3D MechView images</td></tr>
<tr class="eq"><td class="ln">153</td><td class="code"></td><td class="ln">153</td><td class="code"></td></tr>
<tr><td class="ln del">154</td><td class="del code"> virtual bool BeginScene(); //texture를 ratate시켜서 출력하기 위한 루틴이 포함된다.. background이미지를.. 미리 출력한다...</td><td class="ln add">154</td><td class="add code"> virtual bool BeginScene(); //Rotates and outputs texture; pre-renders background image...</td></tr>
<tr class="eq"><td class="ln">155</td><td class="code"> virtual bool EndScene();</td><td class="ln">155</td><td class="code"> virtual bool EndScene();</td></tr>
<tr class="eq"><td class="ln">156</td><td class="code"> virtual bool Release();</td><td class="ln">156</td><td class="code"> virtual bool Release();</td></tr>
<tr class="eq"><td class="ln">157</td><td class="code"> bool LoadRadarDamageTexture(const char *mechtexturename);</td><td class="ln">157</td><td class="code"> bool LoadRadarDamageTexture(const char *mechtexturename);</td></tr>
<tr><td colspan="4" class="hunk">... 5 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">163</td><td class="code">{</td><td class="ln">163</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">164</td><td class="code">public:</td><td class="ln">164</td><td class="code">public:</td></tr>
<tr class="eq"><td class="ln">165</td><td class="code"> //CHSHFont SmallFont;</td><td class="ln">165</td><td class="code"> //CHSHFont SmallFont;</td></tr>
<tr><td class="ln del">166</td><td class="del code"> LPDIRECTDRAWSURFACE7 pDDSMechTexture;//3D메크 이미지 저장하기 위한 텍스쳐...</td><td class="ln add">166</td><td class="add code"> LPDIRECTDRAWSURFACE7 pDDSMechTexture;//Texture for storing 3D mech image...</td></tr>
<tr><td class="ln del">167</td><td class="del code"> LPDIRECTDRAWSURFACE7 pDDSDamageTexture;//메크 데미지 텍스쳐..</td><td class="ln add">167</td><td class="add code"> LPDIRECTDRAWSURFACE7 pDDSDamageTexture;//Mech damage texture..</td></tr>
<tr class="eq"><td class="ln">168</td><td class="code">// MSL 5.03 Target Damage Display</td><td class="ln">168</td><td class="code">// MSL 5.03 Target Damage Display</td></tr>
<tr><td class="ln del">169</td><td class="del code"> LPDIRECTDRAWSURFACE7 pDDSTargetTexture;//메크 데미지 텍스쳐..</td><td class="ln add">169</td><td class="add code"> LPDIRECTDRAWSURFACE7 pDDSTargetTexture;//Target damage texture..</td></tr>
<tr class="eq"><td class="ln">170</td><td class="code"></td><td class="ln">170</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">171</td><td class="code"> DWORD ch; //current channel....</td><td class="ln">171</td><td class="code"> DWORD ch; //current channel....</td></tr>
<tr class="eq"><td class="ln">172</td><td class="code"> CHSH_Device* m_pRightDevice; // mode 4: pointer to right 640x480 device (NULL in modes 1-3)</td><td class="ln">172</td><td class="code"> CHSH_Device* m_pRightDevice; // mode 4: pointer to right 640x480 device (NULL in modes 1-3)</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">175</td><td class="code"> ~CMFD_Device();</td><td class="ln">175</td><td class="code"> ~CMFD_Device();</td></tr>
<tr class="eq"><td class="ln">176</td><td class="code"> bool InitFirst();</td><td class="ln">176</td><td class="code"> bool InitFirst();</td></tr>
<tr class="eq"><td class="ln">177</td><td class="code"> bool InitSecond();</td><td class="ln">177</td><td class="code"> bool InitSecond();</td></tr>
<tr><td class="ln del">178</td><td class="del code"> bool BeginChannel(DWORD channel);// 0~4번의 채널을 정할 수 있게된다.</td><td class="ln add">178</td><td class="add code"> bool BeginChannel(DWORD channel);// Select channel 0-4.</td></tr>
<tr class="eq"><td class="ln">179</td><td class="code"> bool EndChannel();</td><td class="ln">179</td><td class="code"> bool EndChannel();</td></tr>
<tr><td class="ln del">180</td><td class="del code"> virtual bool BeginScene(); //normal한 beginscene/endscene를 한다.</td><td class="ln add">180</td><td class="add code"> virtual bool BeginScene(); //Performs normal BeginScene/EndScene.</td></tr>
<tr class="eq"><td class="ln">181</td><td class="code"> bool BeginSceneRight(); // mode 4: clear+grid on right device at sh_step==1</td><td class="ln">181</td><td class="code"> bool BeginSceneRight(); // mode 4: clear+grid on right device at sh_step==1</td></tr>
<tr><td class="ln del">182</td><td class="del code"> virtual bool EndScene(); //flip을 한다.</td><td class="ln add">182</td><td class="add code"> virtual bool EndScene(); //Performs the Flip.</td></tr>
<tr class="eq"><td class="ln">183</td><td class="code"> virtual bool Release();</td><td class="ln">183</td><td class="code"> virtual bool Release();</td></tr>
<tr class="eq"><td class="ln">184</td><td class="code"> bool LoadDamageTexture(const char *mechtexturename);</td><td class="ln">184</td><td class="code"> bool LoadDamageTexture(const char *mechtexturename);</td></tr>
<tr class="eq"><td class="ln">185</td><td class="code">// MSL 5.03 Target Damage Display</td><td class="ln">185</td><td class="code">// MSL 5.03 Target Damage Display</td></tr>
<tr><td colspan="4" class="hunk">... 28 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">214</td><td class="code"> bool InitFirst();</td><td class="ln">214</td><td class="code"> bool InitFirst();</td></tr>
<tr class="eq"><td class="ln">215</td><td class="code"> bool InitSecond();</td><td class="ln">215</td><td class="code"> bool InitSecond();</td></tr>
<tr class="eq"><td class="ln">216</td><td class="code"> LPDIRECTDRAWSURFACE7 pDDSBackground; //one attatched image sruface</td><td class="ln">216</td><td class="code"> LPDIRECTDRAWSURFACE7 pDDSBackground; //one attatched image sruface</td></tr>
<tr><td class="ln del">217</td><td class="del code"> LPDIRECTDRAWSURFACE7 pDDSMapTexture; //스크롤되는 맵 이미지를 위한 텍스쳐..</td><td class="ln add">217</td><td class="add code"> LPDIRECTDRAWSURFACE7 pDDSMapTexture; //Texture for scrollable map image..</td></tr>
<tr><td class="ln del">218</td><td class="del code"> LPDIRECTDRAWSURFACE7 pDDSMRTargetTexture;//메크 데미지 텍스쳐..</td><td class="ln add">218</td><td class="add code"> LPDIRECTDRAWSURFACE7 pDDSMRTargetTexture;//Mission Review target texture..</td></tr>
<tr class="eq"><td class="ln">219</td><td class="code"> bool LoadMRTargetTexture(const char *mechtexturename);</td><td class="ln">219</td><td class="code"> bool LoadMRTargetTexture(const char *mechtexturename);</td></tr>
<tr><td class="ln del">220</td><td class="del code"> virtual bool BeginScene(); //texture를 ratate시켜서 출력하기 위한 루틴이 포함된다.. background이미지를.. 미리 출력한다...</td><td class="ln add">220</td><td class="add code"> virtual bool BeginScene(); //Rotates and outputs texture; pre-renders background image...</td></tr>
<tr class="eq"><td class="ln">221</td><td class="code"> virtual bool EndScene();</td><td class="ln">221</td><td class="code"> virtual bool EndScene();</td></tr>
<tr class="eq"><td class="ln">222</td><td class="code"> virtual bool Release();</td><td class="ln">222</td><td class="code"> virtual bool Release();</td></tr>
<tr class="eq"><td class="ln">223</td><td class="code">};</td><td class="ln">223</td><td class="code">};</td></tr>
<tr><td colspan="4" class="hunk">... 11 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">235</td><td class="code">extern bool hsh_mrdev_initialized;</td><td class="ln">235</td><td class="code">extern bool hsh_mrdev_initialized;</td></tr>
<tr class="eq"><td class="ln">236</td><td class="code">extern bool sh_isdeathmode;</td><td class="ln">236</td><td class="code">extern bool sh_isdeathmode;</td></tr>
<tr class="eq"><td class="ln">237</td><td class="code">extern bool g_f3dtarget;</td><td class="ln">237</td><td class="code">extern bool g_f3dtarget;</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/Launcher/Cstr.cpp</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#define __INTERNAL__</td><td class="ln">1</td><td class="code">#define __INTERNAL__</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">2</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;malloc.h&quot;</td><td class="ln">3</td><td class="code">#include &quot;malloc.h&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 1073 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1077</td><td class="code"> int nTotalLength;</td><td class="ln">1077</td><td class="code"> int nTotalLength;</td></tr>
<tr class="eq"><td class="ln">1078</td><td class="code"> int i, nSize = GetSize();</td><td class="ln">1078</td><td class="code"> int i, nSize = GetSize();</td></tr>
<tr class="eq"><td class="ln">1079</td><td class="code"></td><td class="ln">1079</td><td class="code"></td></tr>
<tr><td class="ln del">1080</td><td class="del code"> nTotalLength = nSize; // nSize개의 &#x27;\0&#x27;</td><td class="ln add">1080</td><td class="add code"> nTotalLength = nSize; // nSize null terminators &#x27;\0&#x27;</td></tr>
<tr class="eq"><td class="ln">1081</td><td class="code"> for(i = 0; i &lt; nSize; i++) {</td><td class="ln">1081</td><td class="code"> for(i = 0; i &lt; nSize; i++) {</td></tr>
<tr class="eq"><td class="ln">1082</td><td class="code"> nTotalLength += strlen(GetAt(i));</td><td class="ln">1082</td><td class="code"> nTotalLength += strlen(GetAt(i));</td></tr>
<tr class="eq"><td class="ln">1083</td><td class="code"> }</td><td class="ln">1083</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 208 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1292</td><td class="code"> }</td><td class="ln">1292</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1293</td><td class="code">}</td><td class="ln">1293</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1294</td><td class="code">#endif // _DEBUG</td><td class="ln">1294</td><td class="code">#endif // _DEBUG</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/Launcher/ctcl.cpp</h2>
<div class="summary">+26 -26 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">// ctcl.cpp : Defines the entry point for the DLL application.</td><td class="ln">1</td><td class="code">// ctcl.cpp : Defines the entry point for the DLL application.</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//</td><td class="ln">2</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 510 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">514</td><td class="code"> BYTE bCode;</td><td class="ln">514</td><td class="code"> BYTE bCode;</td></tr>
<tr class="eq"><td class="ln">515</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td><td class="ln">515</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td></tr>
<tr class="eq"><td class="ln">516</td><td class="code"> ASSERT((bCode == 0) || (bCode == 3));</td><td class="ln">516</td><td class="code"> ASSERT((bCode == 0) || (bCode == 3));</td></tr>
<tr><td class="ln del">517</td><td class="del code"> // 받아가시오 from Game to console...</td><td class="ln add">517</td><td class="add code"> // Receiving from Game to console...</td></tr>
<tr class="eq"><td class="ln">518</td><td class="code"> SYSTEMTIME* pSysTime;</td><td class="ln">518</td><td class="code"> SYSTEMTIME* pSysTime;</td></tr>
<tr class="eq"><td class="ln">519</td><td class="code"> WORD wSysTimeSize;</td><td class="ln">519</td><td class="code"> WORD wSysTimeSize;</td></tr>
<tr class="eq"><td class="ln">520</td><td class="code"> GUID* pGUID;</td><td class="ln">520</td><td class="code"> GUID* pGUID;</td></tr>
<tr><td colspan="4" class="hunk">... 9 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">530</td><td class="code"> pSF = g_pCTCLManager-&gt;m_SFM_Recv.Find(*pGUID, nType);</td><td class="ln">530</td><td class="code"> pSF = g_pCTCLManager-&gt;m_SFM_Recv.Find(*pGUID, nType);</td></tr>
<tr class="eq"><td class="ln">531</td><td class="code"> if (pSF) {</td><td class="ln">531</td><td class="code"> if (pSF) {</td></tr>
<tr class="eq"><td class="ln">532</td><td class="code"> if (bCode == 3) {</td><td class="ln">532</td><td class="code"> if (bCode == 3) {</td></tr>
<tr><td class="ln del">533</td><td class="del code"> // 미션리뷰 서버가 mission review 받았다는 것을 받았느냐?</td><td class="ln add">533</td><td class="add code"> // Did we receive confirmation the mission review server got the mission review?</td></tr>
<tr class="eq"><td class="ln">534</td><td class="code"> pSF-&gt;m_bProcessed = true;</td><td class="ln">534</td><td class="code"> pSF-&gt;m_bProcessed = true;</td></tr>
<tr class="eq"><td class="ln">535</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Recv.Cut(pSF);</td><td class="ln">535</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Recv.Cut(pSF);</td></tr>
<tr class="eq"><td class="ln">536</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Done.AddTail(pSF);</td><td class="ln">536</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Done.AddTail(pSF);</td></tr>
<tr><td colspan="4" class="hunk">... 370 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">907</td><td class="code"> BYTE bCode;</td><td class="ln">907</td><td class="code"> BYTE bCode;</td></tr>
<tr class="eq"><td class="ln">908</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td><td class="ln">908</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td></tr>
<tr class="eq"><td class="ln">909</td><td class="code"> ASSERT((bCode == 1) || (bCode == 2));</td><td class="ln">909</td><td class="code"> ASSERT((bCode == 1) || (bCode == 2));</td></tr>
<tr><td class="ln del">910</td><td class="del code"> // 받았오 from console to Game...</td><td class="ln add">910</td><td class="add code"> // Received from console to Game...</td></tr>
<tr class="eq"><td class="ln">911</td><td class="code"> SYSTEMTIME* pSysTime;</td><td class="ln">911</td><td class="code"> SYSTEMTIME* pSysTime;</td></tr>
<tr class="eq"><td class="ln">912</td><td class="code"> WORD wSysTimeSize;</td><td class="ln">912</td><td class="code"> WORD wSysTimeSize;</td></tr>
<tr class="eq"><td class="ln">913</td><td class="code"> GUID* pGUID;</td><td class="ln">913</td><td class="code"> GUID* pGUID;</td></tr>
<tr><td colspan="4" class="hunk">... 511 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1425</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td><td class="ln">1425</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td></tr>
<tr class="eq"><td class="ln">1426</td><td class="code"> } else {</td><td class="ln">1426</td><td class="code"> } else {</td></tr>
<tr class="eq"><td class="ln">1427</td><td class="code"> /*</td><td class="ln">1427</td><td class="code"> /*</td></tr>
<tr><td class="ln del">1428</td><td class="del code"> 클라이언트나 서버의 경우 실행되는 코드이다.</td><td class="ln add">1428</td><td class="add code"> Code executed for both client and server.</td></tr>
<tr><td class="ln del">1429</td><td class="del code"></td><td class="ln add">1429</td><td class="add code"></td></tr>
<tr><td class="ln del">1430</td><td class="del code"> *있을수 있는 상태들</td><td class="ln add">1430</td><td class="add code"> *Possible states:</td></tr>
<tr><td class="ln del">1431</td><td class="del code"> 서버/클라이언트가 결정되기전.. 명령 대기상태</td><td class="ln add">1431</td><td class="add code"> Before server/client role is determined: waiting for commands</td></tr>
<tr><td class="ln del">1432</td><td class="del code"> (종료/서버시작/클라이언트 시작등의 명령이 올수 있다.)</td><td class="ln add">1432</td><td class="add code"> (Commands such as exit/start-server/start-client may arrive.)</td></tr>
<tr><td class="ln del">1433</td><td class="del code"></td><td class="ln add">1433</td><td class="add code"></td></tr>
<tr><td class="ln del">1434</td><td class="del code"> 서버로 실행되어 서버 메크 설정에 대한 데이타를 기다리는 상태</td><td class="ln add">1434</td><td class="add code"> Running as server, waiting for server mech configuration data</td></tr>
<tr><td class="ln del">1435</td><td class="del code"> (CreateSession가 실행된 상태이다.)</td><td class="ln add">1435</td><td class="add code"> (State after CreateSession has been called.)</td></tr>
<tr><td class="ln del">1436</td><td class="del code"> 서버로 실행되어 Bot들에 대한 정보를 기다리는 상태</td><td class="ln add">1436</td><td class="add code"> Running as server, waiting for Bot information</td></tr>
<tr><td class="ln del">1437</td><td class="del code"> (클라이언트의 참여는 클라이언트와 서버간에 자동으로 이루어진다.)</td><td class="ln add">1437</td><td class="add code"> (Client joining happens automatically between client and server.)</td></tr>
<tr><td class="ln del">1438</td><td class="del code"> 서버로 실행되어 Launch를 기다리는 상태</td><td class="ln add">1438</td><td class="add code"> Running as server, waiting for Launch</td></tr>
<tr><td class="ln del">1439</td><td class="del code"></td><td class="ln add">1439</td><td class="add code"></td></tr>
<tr><td class="ln del">1440</td><td class="del code"> ==&gt;클라이언트는 실행즉시 데이타들이 전달되므로 대기상태가 없다.</td><td class="ln add">1440</td><td class="add code"> ==&gt;Client has no waiting state as data is transferred immediately on startup.</td></tr>
<tr><td class="ln del">1441</td><td class="del code"></td><td class="ln add">1441</td><td class="add code"></td></tr>
<tr><td class="ln del">1442</td><td class="del code"> ==&gt;각각의 상태를 정의하고 각 상태에 맞는 처리를 해주면 된다.</td><td class="ln add">1442</td><td class="add code"> ==&gt;Define each state and implement the appropriate handling for each.</td></tr>
<tr class="eq"><td class="ln">1443</td><td class="code"> switch(state){</td><td class="ln">1443</td><td class="code"> switch(state){</td></tr>
<tr class="eq"><td class="ln">1444</td><td class="code"> }</td><td class="ln">1444</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1445</td><td class="code"> */</td><td class="ln">1445</td><td class="code"> */</td></tr>
<tr><td colspan="4" class="hunk">... 75 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1521</td><td class="code"> }</td><td class="ln">1521</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1522</td><td class="code"> break;</td><td class="ln">1522</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">1523</td><td class="code"> case 1:</td><td class="ln">1523</td><td class="code"> case 1:</td></tr>
<tr><td class="ln del">1524</td><td class="del code"> //서버/클라이언트로서 실행준비하도록 명령을 전달한다.</td><td class="ln add">1524</td><td class="add code"> //Send command to prepare for execution as server/client.</td></tr>
<tr><td class="ln del">1525</td><td class="del code"> //또한 서버를 실행하는데 필요한 모든 파라미터도 함께 전달한다.</td><td class="ln add">1525</td><td class="add code"> //Also transmit all parameters required to run the server.</td></tr>
<tr class="eq"><td class="ln">1526</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td><td class="ln">1526</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td></tr>
<tr class="eq"><td class="ln">1527</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td><td class="ln">1527</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td></tr>
<tr class="eq"><td class="ln">1528</td><td class="code"> if (!pi.m_bBot) {</td><td class="ln">1528</td><td class="code"> if (!pi.m_bBot) {</td></tr>
<tr><td colspan="4" class="hunk">... 20 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1549</td><td class="code"> }</td><td class="ln">1549</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1550</td><td class="code"> }</td><td class="ln">1550</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1551</td><td class="code"> if (i == g_nPlayerInfos) {</td><td class="ln">1551</td><td class="code"> if (i == g_nPlayerInfos) {</td></tr>
<tr><td class="ln del">1552</td><td class="del code"> // Bot들에 대한 정보를 모두 한데 묶어서 보낸다.</td><td class="ln add">1552</td><td class="add code"> // Bundle and send all Bot information together.</td></tr>
<tr class="eq"><td class="ln">1553</td><td class="code"> CPacket pak(&amp;SVR.GetGameSOC());</td><td class="ln">1553</td><td class="code"> CPacket pak(&amp;SVR.GetGameSOC());</td></tr>
<tr class="eq"><td class="ln">1554</td><td class="code"></td><td class="ln">1554</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1555</td><td class="code"> pak.Assemble(&quot;B&quot;, C_BOTS);</td><td class="ln">1555</td><td class="code"> pak.Assemble(&quot;B&quot;, C_BOTS);</td></tr>
<tr class="eq"><td class="ln">1556</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td><td class="ln">1556</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td></tr>
<tr><td class="ln del">1557</td><td class="del code"> if (i != g_nServer) { // 원래 Bot만 지금은 서버를 제외한 전부...</td><td class="ln add">1557</td><td class="add code"> if (i != g_nServer) { // Originally bots only; now everyone except the server...</td></tr>
<tr class="eq"><td class="ln">1558</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td><td class="ln">1558</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td></tr>
<tr class="eq"><td class="ln">1559</td><td class="code"> pak.Assemble(&quot;BnsDWwsnn&quot;, 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);</td><td class="ln">1559</td><td class="code"> pak.Assemble(&quot;BnsDWwsnn&quot;, 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);</td></tr>
<tr class="eq"><td class="ln">1560</td><td class="code"> }</td><td class="ln">1560</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1565</td><td class="code"> }</td><td class="ln">1565</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1566</td><td class="code"> break;</td><td class="ln">1566</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">1567</td><td class="code"> case 4:</td><td class="ln">1567</td><td class="code"> case 4:</td></tr>
<tr><td class="ln del">1568</td><td class="del code"> // 게임이 성공적으로 만들어지면 서버와 클라이언트들의 Mech에 대한 정보들을 Set한다...</td><td class="ln add">1568</td><td class="add code"> // Once the game is successfully created, set Mech info for server and all clients...</td></tr>
<tr class="eq"><td class="ln">1569</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkCreateSession) {</td><td class="ln">1569</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkCreateSession) {</td></tr>
<tr class="eq"><td class="ln">1570</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td><td class="ln">1570</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td></tr>
<tr><td class="ln del">1571</td><td class="del code"> if (i != g_nServer) { // 서버는 이미 SetMech에 진입한 상태...</td><td class="ln add">1571</td><td class="add code"> if (i != g_nServer) { // Server has already entered SetMech...</td></tr>
<tr class="eq"><td class="ln">1572</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td><td class="ln">1572</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td></tr>
<tr class="eq"><td class="ln">1573</td><td class="code"> if (!pi.m_bBot) {</td><td class="ln">1573</td><td class="code"> if (!pi.m_bBot) {</td></tr>
<tr class="eq"><td class="ln">1574</td><td class="code"> CTeslaInfo&amp; ti = m_aTIs.GetAt(pi.m_nLevelOrTesla);</td><td class="ln">1574</td><td class="code"> CTeslaInfo&amp; ti = m_aTIs.GetAt(pi.m_nLevelOrTesla);</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1581</td><td class="code"> }</td><td class="ln">1581</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1582</td><td class="code"> break;</td><td class="ln">1582</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">1583</td><td class="code"> case 6:</td><td class="ln">1583</td><td class="code"> case 6:</td></tr>
<tr><td class="ln del">1584</td><td class="del code"> //모든 클라이언드들이 서버에 참여하기를 기다린다.&lt;==이 응답은 서버로 부터 얻을 수 있다.</td><td class="ln add">1584</td><td class="add code"> //Wait for all clients to join the server. &lt;==This response comes from the server.</td></tr>
<tr><td class="ln del">1585</td><td class="del code"> //참여가 모두 끝났으면, 서버로 하여금 게임을 Launch시키도록 한다.</td><td class="ln add">1585</td><td class="add code"> //Once all clients have joined, instruct the server to Launch the game.</td></tr>
<tr class="eq"><td class="ln">1586</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkLaunchReady) {</td><td class="ln">1586</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkLaunchReady) {</td></tr>
<tr class="eq"><td class="ln">1587</td><td class="code"> g_nMech4Comm = 9;</td><td class="ln">1587</td><td class="code"> g_nMech4Comm = 9;</td></tr>
<tr class="eq"><td class="ln">1588</td><td class="code"> }</td><td class="ln">1588</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 358 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1947</td><td class="code">}</td><td class="ln">1947</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1948</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td><td class="ln">1948</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td></tr>
<tr class="eq"><td class="ln">1949</td><td class="code">#endif // !defined(CTCLS_EXPORTS)</td><td class="ln">1949</td><td class="code">#endif // !defined(CTCLS_EXPORTS)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/Launcher/ctcl.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__CTCL_H__)</td><td class="ln">1</td><td class="code">#if !defined(__CTCL_H__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __CTCL_H__</td><td class="ln">2</td><td class="code">#define __CTCL_H__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 38 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">42</td><td class="code"> const char* m_pcsz;</td><td class="ln">42</td><td class="code"> const char* m_pcsz;</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code"></td><td class="ln">43</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">44</td><td class="code"> int m_nLauncherConnection; // 0: no connection, +1: connection, -1: connecting</td><td class="ln">44</td><td class="code"> int m_nLauncherConnection; // 0: no connection, +1: connection, -1: connecting</td></tr>
<tr><td class="ln del">45</td><td class="del code"> int m_nConnection2; // m_bCameraShip값에 따라 게임 혹은 카메라 쉽과의 접속을 의미, 0: no connection, +1: connection, -1: connecting</td><td class="ln add">45</td><td class="add code"> int m_nConnection2; // Connection to game or camera ship per m_bCameraShip, 0: no connection, +1: connected, -1: connecting</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code"> int m_nApplType;</td><td class="ln">46</td><td class="code"> int m_nApplType;</td></tr>
<tr class="eq"><td class="ln">47</td><td class="code"> int m_nApplState;</td><td class="ln">47</td><td class="code"> int m_nApplState;</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code"> int m_nGameState;</td><td class="ln">48</td><td class="code"> int m_nGameState;</td></tr>
<tr><td colspan="4" class="hunk">... 123 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">172</td><td class="code">} // end of extern &quot;C&quot;</td><td class="ln">172</td><td class="code">} // end of extern &quot;C&quot;</td></tr>
<tr class="eq"><td class="ln">173</td><td class="code"></td><td class="ln">173</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">174</td><td class="code">#endif // !defined(__CTCL_H__)</td><td class="ln">174</td><td class="code">#endif // !defined(__CTCL_H__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/Launcher/ctime.cpp</h2>
<div class="summary">+4 -4 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#ifdef _DEBUG</td><td class="ln">3</td><td class="code">#ifdef _DEBUG</td></tr>
<tr><td colspan="4" class="hunk">... 40 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">44</td><td class="code"></td><td class="ln">44</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">45</td><td class="code">long GetTotalSeconds(int nYear, int nMonth, int nDay)</td><td class="ln">45</td><td class="code">long GetTotalSeconds(int nYear, int nMonth, int nDay)</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code">{</td><td class="ln">46</td><td class="code">{</td></tr>
<tr><td class="ln del">47</td><td class="del code"> // nYear, nMonth, nDay날의 0시 0분 0초를 0으로 한 초단위 수...</td><td class="ln add">47</td><td class="add code"> // Seconds elapsed since 00:00:00 on the date nYear/nMonth/nDay...</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code"> ASSERT(nYear &gt;= 1970);</td><td class="ln">48</td><td class="code"> ASSERT(nYear &gt;= 1970);</td></tr>
<tr class="eq"><td class="ln">49</td><td class="code"> ASSERT((1 &lt;= nMonth) &amp;&amp; (nMonth &lt;= 12));</td><td class="ln">49</td><td class="code"> ASSERT((1 &lt;= nMonth) &amp;&amp; (nMonth &lt;= 12));</td></tr>
<tr class="eq"><td class="ln">50</td><td class="code"> ASSERT(1 &lt;= nDay);</td><td class="ln">50</td><td class="code"> ASSERT(1 &lt;= nDay);</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">57</td><td class="code"> if (IsLeapYear(nStart)) {</td><td class="ln">57</td><td class="code"> if (IsLeapYear(nStart)) {</td></tr>
<tr class="eq"><td class="ln">58</td><td class="code"> nDays++;</td><td class="ln">58</td><td class="code"> nDays++;</td></tr>
<tr class="eq"><td class="ln">59</td><td class="code"> }</td><td class="ln">59</td><td class="code"> }</td></tr>
<tr><td class="ln del">60</td><td class="del code"> lTotal += nDays * 24 * 60 * 60; // 24시간 60분 60초</td><td class="ln add">60</td><td class="add code"> lTotal += nDays * 24 * 60 * 60; // 24 hours * 60 min * 60 sec</td></tr>
<tr class="eq"><td class="ln">61</td><td class="code"> }</td><td class="ln">61</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">62</td><td class="code"> for(nStart = 1; nStart &lt; nMonth; nStart++) {</td><td class="ln">62</td><td class="code"> for(nStart = 1; nStart &lt; nMonth; nStart++) {</td></tr>
<tr class="eq"><td class="ln">63</td><td class="code"> int nDayEnd = GetDayEnd(nYear, nStart);</td><td class="ln">63</td><td class="code"> int nDayEnd = GetDayEnd(nYear, nStart);</td></tr>
<tr><td class="ln del">64</td><td class="del code"> lTotal += nDayEnd * 24 * 60 * 60; // 24시간 60분 60초</td><td class="ln add">64</td><td class="add code"> lTotal += nDayEnd * 24 * 60 * 60; // 24 hours * 60 min * 60 sec</td></tr>
<tr class="eq"><td class="ln">65</td><td class="code"> }</td><td class="ln">65</td><td class="code"> }</td></tr>
<tr><td class="ln del">66</td><td class="del code"> lTotal += (nDay - 1) * 24 * 60 * 60; // 24시간 60분 60초</td><td class="ln add">66</td><td class="add code"> lTotal += (nDay - 1) * 24 * 60 * 60; // 24 hours * 60 min * 60 sec</td></tr>
<tr class="eq"><td class="ln">67</td><td class="code"></td><td class="ln">67</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">68</td><td class="code"> return lTotal;</td><td class="ln">68</td><td class="code"> return lTotal;</td></tr>
<tr class="eq"><td class="ln">69</td><td class="code">}</td><td class="ln">69</td><td class="code">}</td></tr>
<tr><td colspan="4" class="hunk">... 119 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">189</td><td class="code"> t = *localtime(&amp;m_lTime);</td><td class="ln">189</td><td class="code"> t = *localtime(&amp;m_lTime);</td></tr>
<tr class="eq"><td class="ln">190</td><td class="code">}</td><td class="ln">190</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">191</td><td class="code"></td><td class="ln">191</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/Launcher/ctime.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__CTIME__)</td><td class="ln">1</td><td class="code">#if !defined(__CTIME__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __CTIME__</td><td class="ln">2</td><td class="code">#define __CTIME__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 12 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">16</td><td class="code">public:</td><td class="ln">16</td><td class="code">public:</td></tr>
<tr class="eq"><td class="ln">17</td><td class="code"> union {</td><td class="ln">17</td><td class="code"> union {</td></tr>
<tr class="eq"><td class="ln">18</td><td class="code"> struct {</td><td class="ln">18</td><td class="code"> struct {</td></tr>
<tr><td class="ln del">19</td><td class="del code"> // Bit Field는 앞쪽에 지정된 것이 LowBit이다.</td><td class="ln add">19</td><td class="add code"> // Bit Fields declared first are at the low-bit end.</td></tr>
<tr class="eq"><td class="ln">20</td><td class="code"> DWORD m_xDay: 5; // 2^0, 2^5-1</td><td class="ln">20</td><td class="code"> DWORD m_xDay: 5; // 2^0, 2^5-1</td></tr>
<tr class="eq"><td class="ln">21</td><td class="code"> DWORD m_xMonth: 4; // 2^5, 2^4-1</td><td class="ln">21</td><td class="code"> DWORD m_xMonth: 4; // 2^5, 2^4-1</td></tr>
<tr class="eq"><td class="ln">22</td><td class="code"> DWORD m_xYear: TIMEDATE_YEAR_BITS; // from 1900-2155 // 2^9, 2^8-1</td><td class="ln">22</td><td class="code"> DWORD m_xYear: TIMEDATE_YEAR_BITS; // from 1900-2155 // 2^9, 2^8-1</td></tr>
<tr><td colspan="4" class="hunk">... 30 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">53</td><td class="code">};</td><td class="ln">53</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">54</td><td class="code"></td><td class="ln">54</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">55</td><td class="code">#endif //!defined(__CTIME__)</td><td class="ln">55</td><td class="code">#endif //!defined(__CTIME__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/Launcher/mugSocs.cpp</h2>
<div class="summary">+2 -2 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &lt;fcntl.h&gt;</td><td class="ln">2</td><td class="code">#include &lt;fcntl.h&gt;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &lt;sys/types.h&gt;</td><td class="ln">3</td><td class="code">#include &lt;sys/types.h&gt;</td></tr>
<tr><td colspan="4" class="hunk">... 1371 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1375</td><td class="code">{</td><td class="ln">1375</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">1376</td><td class="code"> if (pcszAddr) {</td><td class="ln">1376</td><td class="code"> if (pcszAddr) {</td></tr>
<tr class="eq"><td class="ln">1377</td><td class="code"> sin_addr.s_addr = inet_addr(pcszAddr);</td><td class="ln">1377</td><td class="code"> sin_addr.s_addr = inet_addr(pcszAddr);</td></tr>
<tr><td class="ln del">1378</td><td class="del code"> if (sin_addr.s_addr == INADDR_ANY) { // 0.0.0.0이기 때문에 HOST/Network Addr무관</td><td class="ln add">1378</td><td class="add code"> if (sin_addr.s_addr == INADDR_ANY) { // 0.0.0.0, HOST/Network Addr irrelevant</td></tr>
<tr class="eq"><td class="ln">1379</td><td class="code"> hostent* pHN = gethostbyname(pcszAddr);</td><td class="ln">1379</td><td class="code"> hostent* pHN = gethostbyname(pcszAddr);</td></tr>
<tr class="eq"><td class="ln">1380</td><td class="code"> if (pHN) {</td><td class="ln">1380</td><td class="code"> if (pHN) {</td></tr>
<tr class="eq"><td class="ln">1381</td><td class="code"> sin_addr.s_addr = *(u_long*)pHN-&gt;h_addr;</td><td class="ln">1381</td><td class="code"> sin_addr.s_addr = *(u_long*)pHN-&gt;h_addr;</td></tr>
<tr><td colspan="4" class="hunk">... 2285 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3667</td><td class="code"> pSOCListen = new CSOCListen(nPort);</td><td class="ln">3667</td><td class="code"> pSOCListen = new CSOCListen(nPort);</td></tr>
<tr class="eq"><td class="ln">3668</td><td class="code"> pSOCListen-&gt;SetCSCParam(pfnCSC, dwCSCParam1, dwCSCParam2);</td><td class="ln">3668</td><td class="code"> pSOCListen-&gt;SetCSCParam(pfnCSC, dwCSCParam1, dwCSCParam2);</td></tr>
<tr class="eq"><td class="ln">3669</td><td class="code"> if (!DoListen(pSOCListen, nPort)) {</td><td class="ln">3669</td><td class="code"> if (!DoListen(pSOCListen, nPort)) {</td></tr>
<tr><td class="ln del">3670</td><td class="del code"> // 같은 포트를 2번 Listen 하는 경우?...</td><td class="ln add">3670</td><td class="add code"> // Case of Listen on the same port twice?...</td></tr>
<tr class="eq"><td class="ln">3671</td><td class="code"> pSOCListen = NULL;</td><td class="ln">3671</td><td class="code"> pSOCListen = NULL;</td></tr>
<tr class="eq"><td class="ln">3672</td><td class="code"> }</td><td class="ln">3672</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">3673</td><td class="code"></td><td class="ln">3673</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 472 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">4146</td><td class="code">{</td><td class="ln">4146</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">4147</td><td class="code"> return OnExceptions(pSOC, pSOC-&gt;GetExceptionCode(nErrorCode), bDropIfErrorOccur);</td><td class="ln">4147</td><td class="code"> return OnExceptions(pSOC, pSOC-&gt;GetExceptionCode(nErrorCode), bDropIfErrorOccur);</td></tr>
<tr class="eq"><td class="ln">4148</td><td class="code">}</td><td class="ln">4148</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/Launcher/mugsocs.h</h2>
<div class="summary">+25 -25 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__MUGSOCS__)</td><td class="ln">1</td><td class="code">#if !defined(__MUGSOCS__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __MUGSOCS__</td><td class="ln">2</td><td class="code">#define __MUGSOCS__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 37 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">41</td><td class="code">#endif // !MAX_PACKET</td><td class="ln">41</td><td class="code">#endif // !MAX_PACKET</td></tr>
<tr class="eq"><td class="ln">42</td><td class="code">#ifndef MAX_FTPBUF</td><td class="ln">42</td><td class="code">#ifndef MAX_FTPBUF</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code">#define MAX_FTPBUF 1024</td><td class="ln">43</td><td class="code">#define MAX_FTPBUF 1024</td></tr>
<tr><td class="ln del">44</td><td class="del code">// MAX_FTPBUF는 MAX_PACKET보다 반드시 작아야 한다?</td><td class="ln add">44</td><td class="add code">// MAX_FTPBUF must be smaller than MAX_PACKET?</td></tr>
<tr class="eq"><td class="ln">45</td><td class="code">// 9+size==sizeof(bCmd) + sizeof(FTID) + sizeof(size) + size</td><td class="ln">45</td><td class="code">// 9+size==sizeof(bCmd) + sizeof(FTID) + sizeof(size) + size</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code">#endif // !MAX_FTPBUF</td><td class="ln">46</td><td class="code">#endif // !MAX_FTPBUF</td></tr>
<tr class="eq"><td class="ln">47</td><td class="code"></td><td class="ln">47</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 203 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">251</td><td class="code"></td><td class="ln">251</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">252</td><td class="code">#define ESTRF_USER_START 100</td><td class="ln">252</td><td class="code">#define ESTRF_USER_START 100</td></tr>
<tr class="eq"><td class="ln">253</td><td class="code"></td><td class="ln">253</td><td class="code"></td></tr>
<tr><td class="ln del">254</td><td class="del code">#define ESTRF_PASSWORDCHANGED 110 // 로그인하고 있는 동안에 패스워드가 바뀜</td><td class="ln add">254</td><td class="add code">#define ESTRF_PASSWORDCHANGED 110 // Password changed while logged in</td></tr>
<tr class="eq"><td class="ln">255</td><td class="code"></td><td class="ln">255</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">256</td><td class="code">void Randomize();</td><td class="ln">256</td><td class="code">void Randomize();</td></tr>
<tr class="eq"><td class="ln">257</td><td class="code"></td><td class="ln">257</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 10 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">268</td><td class="code"></td><td class="ln">268</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">269</td><td class="code">class CDAPacket : public SOCBase_Class</td><td class="ln">269</td><td class="code">class CDAPacket : public SOCBase_Class</td></tr>
<tr class="eq"><td class="ln">270</td><td class="code">{</td><td class="ln">270</td><td class="code">{</td></tr>
<tr><td class="ln del">271</td><td class="del code">// Packet의 앞 부분을 처리하고 난 뒷 부분의 가변 파라미터...</td><td class="ln add">271</td><td class="add code">// Variable parameters in the tail portion after processing the packet header...</td></tr>
<tr class="eq"><td class="ln">272</td><td class="code">public:</td><td class="ln">272</td><td class="code">public:</td></tr>
<tr class="eq"><td class="ln">273</td><td class="code"> BYTE m_bCmd;</td><td class="ln">273</td><td class="code"> BYTE m_bCmd;</td></tr>
<tr class="eq"><td class="ln">274</td><td class="code"> BYTE m_bReserved;</td><td class="ln">274</td><td class="code"> BYTE m_bReserved;</td></tr>
<tr><td colspan="4" class="hunk">... 86 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">361</td><td class="code">#define C_ROOM_MAKE 232</td><td class="ln">361</td><td class="code">#define C_ROOM_MAKE 232</td></tr>
<tr class="eq"><td class="ln">362</td><td class="code">// s - name, s - password</td><td class="ln">362</td><td class="code">// s - name, s - password</td></tr>
<tr class="eq"><td class="ln">363</td><td class="code">#define C_ROOM_JOIN 233</td><td class="ln">363</td><td class="code">#define C_ROOM_JOIN 233</td></tr>
<tr><td class="ln del">364</td><td class="del code">// d - number(Room을 떠나는 것은 -1), s - password</td><td class="ln add">364</td><td class="add code">// d - number (leaving a Room = -1), s - password</td></tr>
<tr><td class="ln del">365</td><td class="del code">#define S_ROOM_JOIN 233 // C_ROOM_MAKE/C_ROOM_JOIN의 결과...</td><td class="ln add">365</td><td class="add code">#define S_ROOM_JOIN 233 // Result of C_ROOM_MAKE/C_ROOM_JOIN...</td></tr>
<tr class="eq"><td class="ln">366</td><td class="code">// b - code(CSCODE_OK or error code), d - number</td><td class="ln">366</td><td class="code">// b - code(CSCODE_OK or error code), d - number</td></tr>
<tr class="eq"><td class="ln">367</td><td class="code">#define C_ROOM_UPDS 234 // CSCODE_... + @</td><td class="ln">367</td><td class="code">#define C_ROOM_UPDS 234 // CSCODE_... + @</td></tr>
<tr class="eq"><td class="ln">368</td><td class="code"></td><td class="ln">368</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 15 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">384</td><td class="code">#define S_FTP 254 //... see ftp.txt</td><td class="ln">384</td><td class="code">#define S_FTP 254 //... see ftp.txt</td></tr>
<tr class="eq"><td class="ln">385</td><td class="code">#define X_KEEPALIVE 255 // no parameters, should be ignored...</td><td class="ln">385</td><td class="code">#define X_KEEPALIVE 255 // no parameters, should be ignored...</td></tr>
<tr class="eq"><td class="ln">386</td><td class="code"></td><td class="ln">386</td><td class="code"></td></tr>
<tr><td class="ln del">387</td><td class="del code">#define TX_SYSTEM 0 // 시스템 메시지...</td><td class="ln add">387</td><td class="add code">#define TX_SYSTEM 0 // System message...</td></tr>
<tr><td class="ln del">388</td><td class="del code">#define TX_NORMAL 1 // 일반 채팅 텍스트</td><td class="ln add">388</td><td class="add code">#define TX_NORMAL 1 // Regular chat text</td></tr>
<tr><td class="ln del">389</td><td class="del code">#define TX_WARNING 2 // 경고</td><td class="ln add">389</td><td class="add code">#define TX_WARNING 2 // Warning</td></tr>
<tr><td class="ln del">390</td><td class="del code">#define TX_ERROR 3 // 오류</td><td class="ln add">390</td><td class="add code">#define TX_ERROR 3 // Error</td></tr>
<tr><td class="ln del">391</td><td class="del code">#define TX_FATAL 4 // 치명적인 오류</td><td class="ln add">391</td><td class="add code">#define TX_FATAL 4 // Fatal error</td></tr>
<tr><td class="ln del">392</td><td class="del code">#define TX_INFO 5 // 사용자 정보 등의 Information Result...</td><td class="ln add">392</td><td class="add code">#define TX_INFO 5 // Information result (e.g. user info)...</td></tr>
<tr><td class="ln del">393</td><td class="del code">#define TX_SAY 6 // 귓속말</td><td class="ln add">393</td><td class="add code">#define TX_SAY 6 // Whisper</td></tr>
<tr class="eq"><td class="ln">394</td><td class="code">#define TX_LOCAL 7 // local echo....</td><td class="ln">394</td><td class="code">#define TX_LOCAL 7 // local echo....</td></tr>
<tr class="eq"><td class="ln">395</td><td class="code">#define TX_UNKNOWN 0xffff // unknown...</td><td class="ln">395</td><td class="code">#define TX_UNKNOWN 0xffff // unknown...</td></tr>
<tr class="eq"><td class="ln">396</td><td class="code"></td><td class="ln">396</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 96 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">493</td><td class="code">protected:</td><td class="ln">493</td><td class="code">protected:</td></tr>
<tr class="eq"><td class="ln">494</td><td class="code"> CSOC* m_pSOC;</td><td class="ln">494</td><td class="code"> CSOC* m_pSOC;</td></tr>
<tr class="eq"><td class="ln">495</td><td class="code">private:</td><td class="ln">495</td><td class="code">private:</td></tr>
<tr><td class="ln del">496</td><td class="del code"> // 이 안의 블럭은 반드시 연속해야 한다...</td><td class="ln add">496</td><td class="add code"> // The block within must be contiguous...</td></tr>
<tr class="eq"><td class="ln">497</td><td class="code"> WORD m_wLen;</td><td class="ln">497</td><td class="code"> WORD m_wLen;</td></tr>
<tr class="eq"><td class="ln">498</td><td class="code"> BYTE m_ba[MAX_PACKET];</td><td class="ln">498</td><td class="code"> BYTE m_ba[MAX_PACKET];</td></tr>
<tr class="eq"><td class="ln">499</td><td class="code"> //</td><td class="ln">499</td><td class="code"> //</td></tr>
<tr><td colspan="4" class="hunk">... 87 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">587</td><td class="code">class CFileTransfer : public TDBLNK(CFileTransfer*)</td><td class="ln">587</td><td class="code">class CFileTransfer : public TDBLNK(CFileTransfer*)</td></tr>
<tr class="eq"><td class="ln">588</td><td class="code">{</td><td class="ln">588</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">589</td><td class="code">public:</td><td class="ln">589</td><td class="code">public:</td></tr>
<tr><td class="ln del">590</td><td class="del code"> // 서버로 부터 받은 정보... - 혹은 클라이언트에게 전해줄 정보...</td><td class="ln add">590</td><td class="add code"> // Information received from server... - or information to relay to client...</td></tr>
<tr class="eq"><td class="ln">591</td><td class="code"> BOOL m_bClientSite;</td><td class="ln">591</td><td class="code"> BOOL m_bClientSite;</td></tr>
<tr class="eq"><td class="ln">592</td><td class="code"> DWORD m_dwFTID;</td><td class="ln">592</td><td class="code"> DWORD m_dwFTID;</td></tr>
<tr class="eq"><td class="ln">593</td><td class="code"> DWORD m_dwGUARD;</td><td class="ln">593</td><td class="code"> DWORD m_dwGUARD;</td></tr>
<tr><td colspan="4" class="hunk">... 86 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">680</td><td class="code"> // time out to Drop...</td><td class="ln">680</td><td class="code"> // time out to Drop...</td></tr>
<tr class="eq"><td class="ln">681</td><td class="code"> DWORD m_dwKARcvTimeOut;</td><td class="ln">681</td><td class="code"> DWORD m_dwKARcvTimeOut;</td></tr>
<tr class="eq"><td class="ln">682</td><td class="code">#ifdef WIN32</td><td class="ln">682</td><td class="code">#ifdef WIN32</td></tr>
<tr><td class="ln del">683</td><td class="del code"> // 보통 Login과정에 쓰이는 윈도우 핸들</td><td class="ln add">683</td><td class="add code"> // Window handle typically used during Login process</td></tr>
<tr class="eq"><td class="ln">684</td><td class="code"> HWND m_hWndOwner;</td><td class="ln">684</td><td class="code"> HWND m_hWndOwner;</td></tr>
<tr class="eq"><td class="ln">685</td><td class="code">#endif // WIN32</td><td class="ln">685</td><td class="code">#endif // WIN32</td></tr>
<tr><td class="ln del">686</td><td class="del code"> // 보통 글로벌 변수로 쓰이는 소켓포인터에 대한 자동 NULL Assign을 위하여</td><td class="ln add">686</td><td class="add code"> // For auto NULL assignment of socket pointer typically used as a global variable</td></tr>
<tr class="eq"><td class="ln">687</td><td class="code"> PSOC* m_ppSOC;</td><td class="ln">687</td><td class="code"> PSOC* m_ppSOC;</td></tr>
<tr><td class="ln del">688</td><td class="del code"> // 소켓을 구분하기 위하여 사용자 프로그램에서 쓰이는 아이디</td><td class="ln add">688</td><td class="add code"> // ID used in user program to identify a socket</td></tr>
<tr><td class="ln del">689</td><td class="del code"> // 주로 서버의 경우에는 클라이언트가 접속할 때마다 고유 아이디를 부여하여 사용</td><td class="ln add">689</td><td class="add code"> // Mainly for servers: assigns a unique ID each time a client connects</td></tr>
<tr><td class="ln del">690</td><td class="del code"> // 하나의 Client가 다수의 서버에 접속할 때(주로 Star형) 각각의 접속을 구분할 때 사용</td><td class="ln add">690</td><td class="add code"> // Used to distinguish each connection when a client connects to multiple servers (Star topology)</td></tr>
<tr><td class="ln del">691</td><td class="del code"> // 클라이언트가 하나의 서버에만 접속하는 경우 클라이언트가 서버에 접속 중인지 혹은 접속했는지를 판단할 때</td><td class="ln add">691</td><td class="add code"> // When a client connects to only one server: used to check if client is connecting or already connected</td></tr>
<tr><td class="ln del">692</td><td class="del code"> // CSOCManager::FindSOC(CSOC_SERVER_ID==default)-&gt;GetConnectionState()를 사용.</td><td class="ln add">692</td><td class="add code"> // Use CSOCManager::FindSOC(CSOC_SERVER_ID==default)-&gt;GetConnectionState().</td></tr>
<tr><td class="ln del">693</td><td class="del code"> // limits.h를 include해야함.</td><td class="ln add">693</td><td class="add code"> // Must include limits.h.</td></tr>
<tr><td class="ln del">694</td><td class="del code"> // CSOC생성시의 기본값: CSOCServer == CSOC_SERVER_ID(=INT_MIN), CSOCClient == CSOC_CLIENT_ID(=0), CSOCListen == CSOC_LISTEN_ID(=-1)</td><td class="ln add">694</td><td class="add code"> // Default values at CSOC creation: CSOCServer==CSOC_SERVER_ID(INT_MIN), CSOCClient==CSOC_CLIENT_ID(0), CSOCListen==CSOC_LISTEN_ID(-1)</td></tr>
<tr class="eq"><td class="ln">695</td><td class="code"> union {</td><td class="ln">695</td><td class="code"> union {</td></tr>
<tr class="eq"><td class="ln">696</td><td class="code"> int m_nID;</td><td class="ln">696</td><td class="code"> int m_nID;</td></tr>
<tr class="eq"><td class="ln">697</td><td class="code"> UINT m_uID;</td><td class="ln">697</td><td class="code"> UINT m_uID;</td></tr>
<tr><td colspan="4" class="hunk">... 27 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">725</td><td class="code"> DWORD m_xGracefulRemote: 1;</td><td class="ln">725</td><td class="code"> DWORD m_xGracefulRemote: 1;</td></tr>
<tr class="eq"><td class="ln">726</td><td class="code"> DWORD m_xAbortyLocal: 1;</td><td class="ln">726</td><td class="code"> DWORD m_xAbortyLocal: 1;</td></tr>
<tr class="eq"><td class="ln">727</td><td class="code"> DWORD m_xAbortyRemote: 1;</td><td class="ln">727</td><td class="code"> DWORD m_xAbortyRemote: 1;</td></tr>
<tr><td class="ln del">728</td><td class="del code"> DWORD m_xLoginStarted: 1; // 사용자가 직접 값을 Setting해야 한다.</td><td class="ln add">728</td><td class="add code"> DWORD m_xLoginStarted: 1; // Must be set directly by the caller.</td></tr>
<tr><td class="ln del">729</td><td class="del code"> DWORD m_xLoginOK: 1; // 사용자가 직접 값을 Setting해야 한다.</td><td class="ln add">729</td><td class="add code"> DWORD m_xLoginOK: 1; // Must be set directly by the caller.</td></tr>
<tr class="eq"><td class="ln">730</td><td class="code"> } m_DW;</td><td class="ln">730</td><td class="code"> } m_DW;</td></tr>
<tr class="eq"><td class="ln">731</td><td class="code"> DWORD m_dwVarFlags;</td><td class="ln">731</td><td class="code"> DWORD m_dwVarFlags;</td></tr>
<tr class="eq"><td class="ln">732</td><td class="code"> };</td><td class="ln">732</td><td class="code"> };</td></tr>
<tr><td colspan="4" class="hunk">... 536 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1269</td><td class="code">};</td><td class="ln">1269</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">1270</td><td class="code"></td><td class="ln">1270</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1271</td><td class="code">#endif // !defined(__MUGSOCS__)</td><td class="ln">1271</td><td class="code">#endif // !defined(__MUGSOCS__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/Launcher/nonmfc.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#ifdef _DEBUG</td><td class="ln">1</td><td class="code">#ifdef _DEBUG</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#define AssertDebugBreak() _asm { int 3 }</td><td class="ln">3</td><td class="code">#define AssertDebugBreak() _asm { int 3 }</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">6</td><td class="code">{</td><td class="ln">6</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">7</td><td class="code"> char szBuf[MAX_PATH * 2];</td><td class="ln">7</td><td class="code"> char szBuf[MAX_PATH * 2];</td></tr>
<tr class="eq"><td class="ln">8</td><td class="code"></td><td class="ln">8</td><td class="code"></td></tr>
<tr><td class="ln del">9</td><td class="del code"> sprintf(szBuf, &quot;\&quot;%s\&quot; 파일의 %d줄에서 ASSERT!!!\n\n디버깅을 하시겠습니까?&quot;, pcszfile, nLine);</td><td class="ln add">9</td><td class="add code"> sprintf(szBuf, &quot;ASSERT!!! in \&quot;%s\&quot; at line %d\n\nDo you want to debug?&quot;, pcszfile, nLine);</td></tr>
<tr class="eq"><td class="ln">10</td><td class="code"></td><td class="ln">10</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11</td><td class="code">#ifdef WIN32</td><td class="ln">11</td><td class="code">#ifdef WIN32</td></tr>
<tr class="eq"><td class="ln">12</td><td class="code"> return ::MessageBox(NULL, szBuf, pcszExpr, MB_YESNO) == IDYES;</td><td class="ln">12</td><td class="code"> return ::MessageBox(NULL, szBuf, pcszExpr, MB_YESNO) == IDYES;</td></tr>
<tr><td colspan="4" class="hunk">... 93 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">106</td><td class="code"></td><td class="ln">106</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">107</td><td class="code">#endif // _DEBUG</td><td class="ln">107</td><td class="code">#endif // _DEBUG</td></tr>
<tr class="eq"><td class="ln">108</td><td class="code"></td><td class="ln">108</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/ctcls/nonmfc.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#ifdef _DEBUG</td><td class="ln">1</td><td class="code">#ifdef _DEBUG</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#define AssertDebugBreak() _asm { int 3 }</td><td class="ln">3</td><td class="code">#define AssertDebugBreak() _asm { int 3 }</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">6</td><td class="code">{</td><td class="ln">6</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">7</td><td class="code"> char szBuf[MAX_PATH * 2];</td><td class="ln">7</td><td class="code"> char szBuf[MAX_PATH * 2];</td></tr>
<tr class="eq"><td class="ln">8</td><td class="code"></td><td class="ln">8</td><td class="code"></td></tr>
<tr><td class="ln del">9</td><td class="del code"> sprintf(szBuf, &quot;\&quot;%s\&quot; 파일의 %d줄에서 ASSERT!!!\n\n디버깅을 하시겠습니까?&quot;, pcszfile, nLine);</td><td class="ln add">9</td><td class="add code"> sprintf(szBuf, &quot;ASSERT!!! in \&quot;%s\&quot; at line %d\n\nDo you want to debug?&quot;, pcszfile, nLine);</td></tr>
<tr class="eq"><td class="ln">10</td><td class="code"></td><td class="ln">10</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11</td><td class="code">#ifdef WIN32</td><td class="ln">11</td><td class="code">#ifdef WIN32</td></tr>
<tr class="eq"><td class="ln">12</td><td class="code"> return ::MessageBox(NULL, szBuf, pcszExpr, MB_YESNO) == IDYES;</td><td class="ln">12</td><td class="code"> return ::MessageBox(NULL, szBuf, pcszExpr, MB_YESNO) == IDYES;</td></tr>
<tr><td colspan="4" class="hunk">... 93 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">106</td><td class="code"></td><td class="ln">106</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">107</td><td class="code">#endif // _DEBUG</td><td class="ln">107</td><td class="code">#endif // _DEBUG</td></tr>
<tr class="eq"><td class="ln">108</td><td class="code"></td><td class="ln">108</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/@save_criomain.cpp</h2>
<div class="summary">+2 -2 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">/*</td><td class="ln">1</td><td class="code">/*</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">LONG g_JoystickXStart = INT_MAX;</td><td class="ln">2</td><td class="code">LONG g_JoystickXStart = INT_MAX;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">LONG g_JoystickXEnd = INT_MIN;</td><td class="ln">3</td><td class="code">LONG g_JoystickXEnd = INT_MIN;</td></tr>
<tr><td colspan="4" class="hunk">... 100 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">104</td><td class="code"></td><td class="ln">104</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">105</td><td class="code"> lJ = JoystickY_Center - g_JoystickY;</td><td class="ln">105</td><td class="code"> lJ = JoystickY_Center - g_JoystickY;</td></tr>
<tr class="eq"><td class="ln">106</td><td class="code"></td><td class="ln">106</td><td class="code"></td></tr>
<tr><td class="ln del">107</td><td class="del code"> // 고감도</td><td class="ln add">107</td><td class="add code"> // High sensitivity</td></tr>
<tr><td class="ln del">108</td><td class="del code"> // Dead Zone 에서 벗어난 시점을 0으로 계산한다</td><td class="ln add">108</td><td class="add code"> // Calculate from the moment of exiting the Dead Zone as 0</td></tr>
<tr class="eq"><td class="ln">109</td><td class="code"> if (lJ &gt; 0) {</td><td class="ln">109</td><td class="code"> if (lJ &gt; 0) {</td></tr>
<tr class="eq"><td class="ln">110</td><td class="code"> lJ -= DEADZONE_JOYSTICK;</td><td class="ln">110</td><td class="code"> lJ -= DEADZONE_JOYSTICK;</td></tr>
<tr class="eq"><td class="ln">111</td><td class="code"> } else if (lJ &lt; 0) {</td><td class="ln">111</td><td class="code"> } else if (lJ &lt; 0) {</td></tr>
<tr><td colspan="4" class="hunk">... 57 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">169</td><td class="code"></td><td class="ln">169</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">170</td><td class="code">}</td><td class="ln">170</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">171</td><td class="code">*/</td><td class="ln">171</td><td class="code">*/</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/GUIRadarManager.cpp</h2>
<div class="summary">+90 -90 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;vehicleinterface.hpp&quot;</td><td class="ln">3</td><td class="code">#include &quot;vehicleinterface.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 15 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">19</td><td class="code">#include &lt;MLR\MLRTexture.hpp&gt;</td><td class="ln">19</td><td class="code">#include &lt;MLR\MLRTexture.hpp&gt;</td></tr>
<tr class="eq"><td class="ln">20</td><td class="code"></td><td class="ln">20</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">21</td><td class="code">#include &quot;MWObject.hpp&quot;</td><td class="ln">21</td><td class="code">#include &quot;MWObject.hpp&quot;</td></tr>
<tr><td class="ln del">22</td><td class="del code">//상훈짱 begin</td><td class="ln add">22</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">23</td><td class="code">#include &lt;windows.h&gt;</td><td class="ln">23</td><td class="code">#include &lt;windows.h&gt;</td></tr>
<tr class="eq"><td class="ln">24</td><td class="code">#include &lt;ddraw.h&gt;</td><td class="ln">24</td><td class="code">#include &lt;ddraw.h&gt;</td></tr>
<tr class="eq"><td class="ln">25</td><td class="code">#include &lt;d3d.h&gt;</td><td class="ln">25</td><td class="code">#include &lt;d3d.h&gt;</td></tr>
<tr class="eq"><td class="ln">26</td><td class="code"></td><td class="ln">26</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">27</td><td class="code">#include &lt;GameOS\render.hpp&gt;</td><td class="ln">27</td><td class="code">#include &lt;GameOS\render.hpp&gt;</td></tr>
<tr class="eq"><td class="ln">28</td><td class="code">#define RADAR_SCALE 2.8f</td><td class="ln">28</td><td class="code">#define RADAR_SCALE 2.8f</td></tr>
<tr><td class="ln del">29</td><td class="del code">//상훈짱 end</td><td class="ln add">29</td><td class="add code">//sanghoon end</td></tr>
<tr><td class="ln del">30</td><td class="del code"></td><td class="ln add">30</td><td class="add code"></td></tr>
<tr><td class="ln del">31</td><td class="del code">int m_gCool; // 鉉</td><td class="ln add">31</td><td class="add code">int m_gCool; // hyun: coolant</td></tr>
<tr class="eq"><td class="ln">32</td><td class="code"></td><td class="ln">32</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">33</td><td class="code">namespace MW4AI</td><td class="ln">33</td><td class="code">namespace MW4AI</td></tr>
<tr class="eq"><td class="ln">34</td><td class="code">{</td><td class="ln">34</td><td class="code">{</td></tr>
<tr><td colspan="4" class="hunk">... 86 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">121</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td><td class="ln">121</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td></tr>
<tr class="eq"><td class="ln">122</td><td class="code">//</td><td class="ln">122</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">123</td><td class="code"></td><td class="ln">123</td><td class="code"></td></tr>
<tr><td class="ln del">124</td><td class="del code">//상훈</td><td class="ln add">124</td><td class="add code">//sanghoon</td></tr>
<tr class="eq"><td class="ln">125</td><td class="code">extern bool sh_game_started;</td><td class="ln">125</td><td class="code">extern bool sh_game_started;</td></tr>
<tr class="eq"><td class="ln">126</td><td class="code"></td><td class="ln">126</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">127</td><td class="code">GUIRadarManager::~GUIRadarManager()</td><td class="ln">127</td><td class="code">GUIRadarManager::~GUIRadarManager()</td></tr>
<tr class="eq"><td class="ln">128</td><td class="code">{</td><td class="ln">128</td><td class="code">{</td></tr>
<tr><td class="ln del">129</td><td class="del code"> //상훈 앞</td><td class="ln add">129</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">130</td><td class="code"> sh_game_started=false;</td><td class="ln">130</td><td class="code"> sh_game_started=false;</td></tr>
<tr><td class="ln del">131</td><td class="del code"> //상훈 뒤</td><td class="ln add">131</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">132</td><td class="code"> delete m_RangeText;</td><td class="ln">132</td><td class="code"> delete m_RangeText;</td></tr>
<tr class="eq"><td class="ln">133</td><td class="code"></td><td class="ln">133</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">134</td><td class="code">}</td><td class="ln">134</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">135</td><td class="code"></td><td class="ln">135</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">136</td><td class="code">void DrawMapBoundary()</td><td class="ln">136</td><td class="code">void DrawMapBoundary()</td></tr>
<tr class="eq"><td class="ln">137</td><td class="code">{</td><td class="ln">137</td><td class="code">{</td></tr>
<tr><td class="ln del">138</td><td class="del code"> //DrawImplementation에서 추출해왔음..</td><td class="ln add">138</td><td class="add code"> //Extracted from DrawImplementation..</td></tr>
<tr><td class="ln del">139</td><td class="del code"> //미션이 시작한 후 한번만 그리게된다.(맵상의 작전 영역은 변하지 않으므로..)</td><td class="ln add">139</td><td class="add code"> //Drawn only once after mission start (operation area on map does not change..)</td></tr>
<tr class="eq"><td class="ln">140</td><td class="code"> Scalar multx,multz;</td><td class="ln">140</td><td class="code"> Scalar multx,multz;</td></tr>
<tr class="eq"><td class="ln">141</td><td class="code"></td><td class="ln">141</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">142</td><td class="code"> multx = 200.0f/(MW4AI::MaxX - MW4AI::MinX);</td><td class="ln">142</td><td class="code"> multx = 200.0f/(MW4AI::MaxX - MW4AI::MinX);</td></tr>
<tr><td colspan="4" class="hunk">... 5 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">148</td><td class="code"> int numpts = ptlist.GetLength ();</td><td class="ln">148</td><td class="code"> int numpts = ptlist.GetLength ();</td></tr>
<tr class="eq"><td class="ln">149</td><td class="code"></td><td class="ln">149</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">150</td><td class="code"> HDC hdcBackImage;</td><td class="ln">150</td><td class="code"> HDC hdcBackImage;</td></tr>
<tr><td class="ln del">151</td><td class="del code"> radar_device.pDDSBackground-&gt;GetDC( &amp;hdcBackImage);//백버퍼 준비용.. 이미지..</td><td class="ln add">151</td><td class="add code"> radar_device.pDDSBackground-&gt;GetDC( &amp;hdcBackImage);//Image for back buffer preparation..</td></tr>
<tr class="eq"><td class="ln">152</td><td class="code"> HPEN hpenold=(HPEN)SelectObject(hdcBackImage,CreatePen(PS_SOLID,1,RGB(255,0,0)));</td><td class="ln">152</td><td class="code"> HPEN hpenold=(HPEN)SelectObject(hdcBackImage,CreatePen(PS_SOLID,1,RGB(255,0,0)));</td></tr>
<tr class="eq"><td class="ln">153</td><td class="code"></td><td class="ln">153</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">154</td><td class="code"> for (int i=0;i&lt;numpts;i++){</td><td class="ln">154</td><td class="code"> for (int i=0;i&lt;numpts;i++){</td></tr>
<tr><td colspan="4" class="hunk">... 29 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">184</td><td class="code"></td><td class="ln">184</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">185</td><td class="code">void GUIRadarManager::Reset (void)</td><td class="ln">185</td><td class="code">void GUIRadarManager::Reset (void)</td></tr>
<tr class="eq"><td class="ln">186</td><td class="code">{</td><td class="ln">186</td><td class="code">{</td></tr>
<tr><td class="ln del">187</td><td class="del code"> //상훈</td><td class="ln add">187</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">188</td><td class="code"></td><td class="ln">188</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">189</td><td class="code"> MWApplication *m_App;</td><td class="ln">189</td><td class="code"> MWApplication *m_App;</td></tr>
<tr class="eq"><td class="ln">190</td><td class="code"> m_App = MWApplication::GetInstance ();</td><td class="ln">190</td><td class="code"> m_App = MWApplication::GetInstance ();</td></tr>
<tr><td colspan="4" class="hunk">... 1 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">192</td><td class="code"> bool networking = MWApplication::GetInstance()-&gt;networkingFlag;</td><td class="ln">192</td><td class="code"> bool networking = MWApplication::GetInstance()-&gt;networkingFlag;</td></tr>
<tr class="eq"><td class="ln">193</td><td class="code"> if (!networking)</td><td class="ln">193</td><td class="code"> if (!networking)</td></tr>
<tr class="eq"><td class="ln">194</td><td class="code"> m_RadarMode = 0;</td><td class="ln">194</td><td class="code"> m_RadarMode = 0;</td></tr>
<tr><td class="ln del">195</td><td class="del code"> //상훈</td><td class="ln add">195</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">196</td><td class="code"> if(hsh_initialized)</td><td class="ln">196</td><td class="code"> if(hsh_initialized)</td></tr>
<tr class="eq"><td class="ln">197</td><td class="code"> DrawMapBoundary();</td><td class="ln">197</td><td class="code"> DrawMapBoundary();</td></tr>
<tr class="eq"><td class="ln">198</td><td class="code">}</td><td class="ln">198</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">199</td><td class="code"></td><td class="ln">199</td><td class="code"></td></tr>
<tr><td class="ln del">200</td><td class="del code">//상훈 앞</td><td class="ln add">200</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">201</td><td class="code">/*</td><td class="ln">201</td><td class="code">/*</td></tr>
<tr class="eq"><td class="ln">202</td><td class="code">char * radar_text[]={</td><td class="ln">202</td><td class="code">char * radar_text[]={</td></tr>
<tr class="eq"><td class="ln">203</td><td class="code"> &quot;JUMP\nJET&quot;,&quot;SHUT\nDOWN&quot;,&quot;OVER\nRIDE&quot;,&quot;FLUSH&quot;,&quot;CROUCH&quot;,&quot;&quot;,</td><td class="ln">203</td><td class="code"> &quot;JUMP\nJET&quot;,&quot;SHUT\nDOWN&quot;,&quot;OVER\nRIDE&quot;,&quot;FLUSH&quot;,&quot;CROUCH&quot;,&quot;&quot;,</td></tr>
<tr class="eq"><td class="ln">204</td><td class="code"> &quot;RANGE&quot;,&quot;RADAR\nMODE&quot;,&quot;LIGHT\nAMP&quot;,&quot;SEARCH\nLIGHT&quot;,&quot;AUTO\nCENTER&quot;</td><td class="ln">204</td><td class="code"> &quot;RANGE&quot;,&quot;RADAR\nMODE&quot;,&quot;LIGHT\nAMP&quot;,&quot;SEARCH\nLIGHT&quot;,&quot;AUTO\nCENTER&quot;</td></tr>
<tr class="eq"><td class="ln">205</td><td class="code">};</td><td class="ln">205</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">206</td><td class="code">*/</td><td class="ln">206</td><td class="code">*/</td></tr>
<tr><td class="ln del">207</td><td class="del code">//상훈 뒤</td><td class="ln add">207</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">208</td><td class="code"></td><td class="ln">208</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">209</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td><td class="ln">209</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td></tr>
<tr class="eq"><td class="ln">210</td><td class="code">//</td><td class="ln">210</td><td class="code">//</td></tr>
<tr><td colspan="4" class="hunk">... 35 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">246</td><td class="code"> Check_Pointer(vehicle);</td><td class="ln">246</td><td class="code"> Check_Pointer(vehicle);</td></tr>
<tr class="eq"><td class="ln">247</td><td class="code"> Check_Pointer(vehicle-&gt;GetSensor());</td><td class="ln">247</td><td class="code"> Check_Pointer(vehicle-&gt;GetSensor());</td></tr>
<tr class="eq"><td class="ln">248</td><td class="code">/*</td><td class="ln">248</td><td class="code">/*</td></tr>
<tr><td class="ln del">249</td><td class="del code"> //상훈 앞 맵</td><td class="ln add">249</td><td class="add code"> //sanghoon begin: map</td></tr>
<tr class="eq"><td class="ln">250</td><td class="code"> Scalar multx,multz;</td><td class="ln">250</td><td class="code"> Scalar multx,multz;</td></tr>
<tr class="eq"><td class="ln">251</td><td class="code"></td><td class="ln">251</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">252</td><td class="code"> multx = 200.0f/(MW4AI::MaxX - MW4AI::MinX);</td><td class="ln">252</td><td class="code"> multx = 200.0f/(MW4AI::MaxX - MW4AI::MinX);</td></tr>
<tr><td colspan="4" class="hunk">... 402 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">655</td><td class="code"> int i;</td><td class="ln">655</td><td class="code"> int i;</td></tr>
<tr class="eq"><td class="ln">656</td><td class="code"></td><td class="ln">656</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">657</td><td class="code"> // Secondary Maps</td><td class="ln">657</td><td class="code"> // Secondary Maps</td></tr>
<tr><td class="ln del">658</td><td class="del code"> //맵과 맵 경계선을 그린다. (게임중에 변하지 않으므로 한번만 그린다.)</td><td class="ln add">658</td><td class="add code"> //Draw map and boundary. (Drawn once since it does not change during game.)</td></tr>
<tr class="eq"><td class="ln">659</td><td class="code"></td><td class="ln">659</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">660</td><td class="code"> if(!radar_device.MapDrawn){</td><td class="ln">660</td><td class="code"> if(!radar_device.MapDrawn){</td></tr>
<tr class="eq"><td class="ln">661</td><td class="code"> extern char AssetsDirectory1[MAX_PATH];</td><td class="ln">661</td><td class="code"> extern char AssetsDirectory1[MAX_PATH];</td></tr>
<tr><td colspan="4" class="hunk">... 62 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">724</td><td class="code"> Check_Pointer(vehicle-&gt;GetSensor());</td><td class="ln">724</td><td class="code"> Check_Pointer(vehicle-&gt;GetSensor());</td></tr>
<tr class="eq"><td class="ln">725</td><td class="code"></td><td class="ln">725</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">726</td><td class="code"></td><td class="ln">726</td><td class="code"></td></tr>
<tr><td class="ln del">727</td><td class="del code"> ///////////////////// MAP 시작 //////////////////////</td><td class="ln add">727</td><td class="add code"> ///////////////////// MAP BEGIN //////////////////////</td></tr>
<tr><td class="ln del">728</td><td class="del code"> /////Torso Sweep그리기.. 시작</td><td class="ln add">728</td><td class="add code"> /////Torso Sweep draw.. begin</td></tr>
<tr class="eq"><td class="ln">729</td><td class="code"> Scalar multx,multz;</td><td class="ln">729</td><td class="code"> Scalar multx,multz;</td></tr>
<tr class="eq"><td class="ln">730</td><td class="code"></td><td class="ln">730</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">731</td><td class="code"> multx = 200.0f/(MW4AI::MaxX - MW4AI::MinX);</td><td class="ln">731</td><td class="code"> multx = 200.0f/(MW4AI::MaxX - MW4AI::MinX);</td></tr>
<tr><td colspan="4" class="hunk">... 27 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">759</td><td class="code"> radar_device.DrawQuad(-pos.x+240-1,-pos.y+508-1,-pos.x+240+2,-pos.y+508+2,0xFF0000C0);</td><td class="ln">759</td><td class="code"> radar_device.DrawQuad(-pos.x+240-1,-pos.y+508-1,-pos.x+240+2,-pos.y+508+2,0xFF0000C0);</td></tr>
<tr class="eq"><td class="ln">760</td><td class="code"> }</td><td class="ln">760</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">761</td><td class="code"></td><td class="ln">761</td><td class="code"></td></tr>
<tr><td class="ln del">762</td><td class="del code"> /////Torso Sweep그리기.. 끝</td><td class="ln add">762</td><td class="add code"> /////Torso Sweep draw.. end</td></tr>
<tr><td class="ln del">763</td><td class="del code"></td><td class="ln add">763</td><td class="add code"></td></tr>
<tr><td class="ln del">764</td><td class="del code"> //맵상에 오브젝트들 그리기.</td><td class="ln add">764</td><td class="add code"> //Draw objects on map.</td></tr>
<tr class="eq"><td class="ln">765</td><td class="code"> {</td><td class="ln">765</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">766</td><td class="code"> radar_device.pD3DDevice-&gt;SetTexture(0,radar_device.pDDSTexture);</td><td class="ln">766</td><td class="code"> radar_device.pD3DDevice-&gt;SetTexture(0,radar_device.pDDSTexture);</td></tr>
<tr class="eq"><td class="ln">767</td><td class="code"> MWObject *hsh_current_object;</td><td class="ln">767</td><td class="code"> MWObject *hsh_current_object;</td></tr>
<tr class="eq"><td class="ln">768</td><td class="code"> for(i=0;i&lt;vehicle-&gt;GetSensor()-&gt;numberOfContacts;i++){</td><td class="ln">768</td><td class="code"> for(i=0;i&lt;vehicle-&gt;GetSensor()-&gt;numberOfContacts;i++){</td></tr>
<tr class="eq"><td class="ln">769</td><td class="code"> hsh_current_object=vehicle-&gt;GetSensor()-&gt;GetSensorData()[i]-&gt;object.GetCurrent();</td><td class="ln">769</td><td class="code"> hsh_current_object=vehicle-&gt;GetSensor()-&gt;GetSensorData()[i]-&gt;object.GetCurrent();</td></tr>
<tr class="eq"><td class="ln">770</td><td class="code"> if (hsh_current_object != NULL){</td><td class="ln">770</td><td class="code"> if (hsh_current_object != NULL){</td></tr>
<tr><td class="ln del">771</td><td class="del code"> bool draw_contact = true;//해당 오브젝트를 그릴것인지..에대한 플래그..</td><td class="ln add">771</td><td class="add code"> bool draw_contact = true;//Flag: whether to draw this object..</td></tr>
<tr class="eq"><td class="ln">772</td><td class="code"></td><td class="ln">772</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">773</td><td class="code">// MSL 5.02 Bot on Map</td><td class="ln">773</td><td class="code">// MSL 5.02 Bot on Map</td></tr>
<tr class="eq"><td class="ln">774</td><td class="code"> if (hsh_current_object-&gt;GetAI()==NULL &amp;&amp; (MWApplication::GetInstance()-&gt;networkingFlag == false))draw_contact = false;</td><td class="ln">774</td><td class="code"> if (hsh_current_object-&gt;GetAI()==NULL &amp;&amp; (MWApplication::GetInstance()-&gt;networkingFlag == false))draw_contact = false;</td></tr>
<tr><td colspan="4" class="hunk">... 58 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">833</td><td class="code"> }</td><td class="ln">833</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">834</td><td class="code"> }</td><td class="ln">834</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">835</td><td class="code"></td><td class="ln">835</td><td class="code"></td></tr>
<tr><td class="ln del">836</td><td class="del code"> ///////////////////// MAP 끝 //////////////////////</td><td class="ln add">836</td><td class="add code"> ///////////////////// MAP END //////////////////////</td></tr>
<tr class="eq"><td class="ln">837</td><td class="code"></td><td class="ln">837</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">838</td><td class="code"></td><td class="ln">838</td><td class="code"></td></tr>
<tr><td class="ln del">839</td><td class="del code"> ///////////////////// RADAR 시작 //////////////////////</td><td class="ln add">839</td><td class="add code"> ///////////////////// RADAR BEGIN //////////////////////</td></tr>
<tr class="eq"><td class="ln">840</td><td class="code"></td><td class="ln">840</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">841</td><td class="code"> radar_device.pD3DDevice-&gt;SetTexture(0,0);</td><td class="ln">841</td><td class="code"> radar_device.pD3DDevice-&gt;SetTexture(0,0);</td></tr>
<tr class="eq"><td class="ln">842</td><td class="code"></td><td class="ln">842</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 12 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">855</td><td class="code"> world_to_vehicle.Invert(vehicle_to_world);</td><td class="ln">855</td><td class="code"> world_to_vehicle.Invert(vehicle_to_world);</td></tr>
<tr class="eq"><td class="ln">856</td><td class="code"></td><td class="ln">856</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">857</td><td class="code"></td><td class="ln">857</td><td class="code"></td></tr>
<tr><td class="ln del">858</td><td class="del code"> // 경계선 그리기..</td><td class="ln add">858</td><td class="add code"> // Draw boundary line..</td></tr>
<tr class="eq"><td class="ln">859</td><td class="code"></td><td class="ln">859</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">860</td><td class="code"> Mission *miss;</td><td class="ln">860</td><td class="code"> Mission *miss;</td></tr>
<tr class="eq"><td class="ln">861</td><td class="code"> miss = Mission::GetInstance ();</td><td class="ln">861</td><td class="code"> miss = Mission::GetInstance ();</td></tr>
<tr><td colspan="4" class="hunk">... 38 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">900</td><td class="code"> }</td><td class="ln">900</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">901</td><td class="code"></td><td class="ln">901</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">902</td><td class="code"></td><td class="ln">902</td><td class="code"></td></tr>
<tr><td class="ln del">903</td><td class="del code"> //Torso View그리기..</td><td class="ln add">903</td><td class="add code"> //Draw Torso View..</td></tr>
<tr class="eq"><td class="ln">904</td><td class="code"> //HSH_RenderRadarTorsoView(-m_TorsoTwist);</td><td class="ln">904</td><td class="code"> //HSH_RenderRadarTorsoView(-m_TorsoTwist);</td></tr>
<tr class="eq"><td class="ln">905</td><td class="code"> radar_device.pD3DDevice-&gt;SetTexture(0,radar_device.pDDSTexture);</td><td class="ln">905</td><td class="code"> radar_device.pD3DDevice-&gt;SetTexture(0,radar_device.pDDSTexture);</td></tr>
<tr class="eq"><td class="ln">906</td><td class="code"> radar_device.pD3DDevice-&gt;SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, TRUE );</td><td class="ln">906</td><td class="code"> radar_device.pD3DDevice-&gt;SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, TRUE );</td></tr>
<tr><td colspan="4" class="hunk">... 7 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">914</td><td class="code"> radar_device.pD3DDevice-&gt;SetTextureStageState(0,D3DTSS_MAGFILTER, D3DTFG_POINT );</td><td class="ln">914</td><td class="code"> radar_device.pD3DDevice-&gt;SetTextureStageState(0,D3DTSS_MAGFILTER, D3DTFG_POINT );</td></tr>
<tr class="eq"><td class="ln">915</td><td class="code"> radar_device.pD3DDevice-&gt;SetTextureStageState(0,D3DTSS_MINFILTER, D3DTFG_POINT );</td><td class="ln">915</td><td class="code"> radar_device.pD3DDevice-&gt;SetTextureStageState(0,D3DTSS_MINFILTER, D3DTFG_POINT );</td></tr>
<tr class="eq"><td class="ln">916</td><td class="code"></td><td class="ln">916</td><td class="code"></td></tr>
<tr><td class="ln del">917</td><td class="del code"> //Radar범위 그리기.</td><td class="ln add">917</td><td class="add code"> //Draw Radar range.</td></tr>
<tr class="eq"><td class="ln">918</td><td class="code"> char text[10];</td><td class="ln">918</td><td class="code"> char text[10];</td></tr>
<tr class="eq"><td class="ln">919</td><td class="code"> if (radarRange != radarRangeOrg)</td><td class="ln">919</td><td class="code"> if (radarRange != radarRangeOrg)</td></tr>
<tr class="eq"><td class="ln">920</td><td class="code"> sprintf (text,&quot;NoLmt&quot;);</td><td class="ln">920</td><td class="code"> sprintf (text,&quot;NoLmt&quot;);</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">923</td><td class="code"> //HSH_DrawRadarNumber(345,386,text,1);</td><td class="ln">923</td><td class="code"> //HSH_DrawRadarNumber(345,386,text,1);</td></tr>
<tr class="eq"><td class="ln">924</td><td class="code"> radar_device.pFont[1].DrawText(80,350,0xFFFFFFFF,text,TEXTALIGN_ORG);</td><td class="ln">924</td><td class="code"> radar_device.pFont[1].DrawText(80,350,0xFFFFFFFF,text,TEXTALIGN_ORG);</td></tr>
<tr class="eq"><td class="ln">925</td><td class="code"></td><td class="ln">925</td><td class="code"></td></tr>
<tr><td class="ln del">926</td><td class="del code"> //ActiveMode그리기..</td><td class="ln add">926</td><td class="add code"> //Draw ActiveMode..</td></tr>
<tr class="eq"><td class="ln">927</td><td class="code"> char* modechar=(vehicle-&gt;GetSensor ()-&gt;GetSensorMode () == Sensor::ActiveMode)?&quot;Active&quot;:&quot;Passive&quot;;</td><td class="ln">927</td><td class="code"> char* modechar=(vehicle-&gt;GetSensor ()-&gt;GetSensorMode () == Sensor::ActiveMode)?&quot;Active&quot;:&quot;Passive&quot;;</td></tr>
<tr class="eq"><td class="ln">928</td><td class="code"> radar_device.pFont[1].DrawText(395,350,0xFFFFFF,modechar,TEXTALIGN_ORG);</td><td class="ln">928</td><td class="code"> radar_device.pFont[1].DrawText(395,350,0xFFFFFF,modechar,TEXTALIGN_ORG);</td></tr>
<tr class="eq"><td class="ln">929</td><td class="code"></td><td class="ln">929</td><td class="code"></td></tr>
<tr><td class="ln del">930</td><td class="del code"> //빌딩 그리기</td><td class="ln add">930</td><td class="add code"> //Draw buildings.</td></tr>
<tr class="eq"><td class="ln">931</td><td class="code"> MWObject *current_object;</td><td class="ln">931</td><td class="code"> MWObject *current_object;</td></tr>
<tr class="eq"><td class="ln">932</td><td class="code"> for(i=0;i&lt;vehicle-&gt;GetSensor()-&gt;numberOfBuildingContacts;i++)</td><td class="ln">932</td><td class="code"> for(i=0;i&lt;vehicle-&gt;GetSensor()-&gt;numberOfBuildingContacts;i++)</td></tr>
<tr class="eq"><td class="ln">933</td><td class="code"> {</td><td class="ln">933</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 59 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">993</td><td class="code"> }</td><td class="ln">993</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">994</td><td class="code"> }</td><td class="ln">994</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">995</td><td class="code"></td><td class="ln">995</td><td class="code"></td></tr>
<tr><td class="ln del">996</td><td class="del code"> //Object그리기.</td><td class="ln add">996</td><td class="add code"> //Draw Objects.</td></tr>
<tr class="eq"><td class="ln">997</td><td class="code"> for(i=0;i&lt;vehicle-&gt;GetSensor()-&gt;numberOfContacts;i++){</td><td class="ln">997</td><td class="code"> for(i=0;i&lt;vehicle-&gt;GetSensor()-&gt;numberOfContacts;i++){</td></tr>
<tr class="eq"><td class="ln">998</td><td class="code"> current_object=vehicle-&gt;GetSensor()-&gt;GetSensorData()[i]-&gt;object.GetCurrent();</td><td class="ln">998</td><td class="code"> current_object=vehicle-&gt;GetSensor()-&gt;GetSensorData()[i]-&gt;object.GetCurrent();</td></tr>
<tr class="eq"><td class="ln">999</td><td class="code"> if (current_object != NULL){</td><td class="ln">999</td><td class="code"> if (current_object != NULL){</td></tr>
<tr><td colspan="4" class="hunk">... 81 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1081</td><td class="code"> }</td><td class="ln">1081</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1082</td><td class="code"> }</td><td class="ln">1082</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1083</td><td class="code"></td><td class="ln">1083</td><td class="code"></td></tr>
<tr><td class="ln del">1084</td><td class="del code"> //Navigation Point그리기.</td><td class="ln add">1084</td><td class="add code"> //Draw Navigation Points.</td></tr>
<tr class="eq"><td class="ln">1085</td><td class="code"> j=0;</td><td class="ln">1085</td><td class="code"> j=0;</td></tr>
<tr class="eq"><td class="ln">1086</td><td class="code"> ChainIteratorOf&lt;NavPoint *&gt; iter (NavPoint::s_RevealedNavPoints);</td><td class="ln">1086</td><td class="code"> ChainIteratorOf&lt;NavPoint *&gt; iter (NavPoint::s_RevealedNavPoints);</td></tr>
<tr class="eq"><td class="ln">1087</td><td class="code"> NavPoint *nav;</td><td class="ln">1087</td><td class="code"> NavPoint *nav;</td></tr>
<tr><td colspan="4" class="hunk">... 48 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1136</td><td class="code"> radar_device.DrawTexture(posx2,posy2,0xFFFFFFFF,(60+id*12),0,(60+id*12)+12,12);</td><td class="ln">1136</td><td class="code"> radar_device.DrawTexture(posx2,posy2,0xFFFFFFFF,(60+id*12),0,(60+id*12)+12,12);</td></tr>
<tr class="eq"><td class="ln">1137</td><td class="code"> }</td><td class="ln">1137</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1138</td><td class="code"></td><td class="ln">1138</td><td class="code"></td></tr>
<tr><td class="ln del">1139</td><td class="del code"> ///////////////////// RADAR 끝 //////////////////////</td><td class="ln add">1139</td><td class="add code"> ///////////////////// RADAR END //////////////////////</td></tr>
<tr class="eq"><td class="ln">1140</td><td class="code">}</td><td class="ln">1140</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1141</td><td class="code">}</td><td class="ln">1141</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1142</td><td class="code"></td><td class="ln">1142</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 443 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1586</td><td class="code"></td><td class="ln">1586</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1587</td><td class="code"></td><td class="ln">1587</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1588</td><td class="code"> DWORD color = MakeColor (64,64,64,255);</td><td class="ln">1588</td><td class="code"> DWORD color = MakeColor (64,64,64,255);</td></tr>
<tr><td class="ln del">1589</td><td class="del code"> //막대 게이지의 백그라운드.. 기준..</td><td class="ln add">1589</td><td class="add code"> //Bar gauge background baseline..</td></tr>
<tr class="eq"><td class="ln">1590</td><td class="code"> m_Textures[1]-&gt;Draw (loc,size,color,HUDTexture::NO_FLIP,true);</td><td class="ln">1590</td><td class="code"> m_Textures[1]-&gt;Draw (loc,size,color,HUDTexture::NO_FLIP,true);</td></tr>
<tr class="eq"><td class="ln">1591</td><td class="code"> color = MakeColor (255,255,255,255);</td><td class="ln">1591</td><td class="code"> color = MakeColor (255,255,255,255);</td></tr>
<tr class="eq"><td class="ln">1592</td><td class="code"> loc.y += size.y - targetyval;</td><td class="ln">1592</td><td class="code"> loc.y += size.y - targetyval;</td></tr>
<tr class="eq"><td class="ln">1593</td><td class="code"> size.y = (Scalar) targetyval;</td><td class="ln">1593</td><td class="code"> size.y = (Scalar) targetyval;</td></tr>
<tr class="eq"><td class="ln">1594</td><td class="code"> m_Textures[0]-&gt;TopLeft (m_Textures[0]-&gt;Left (),(Scalar) (m_BaseBottom - targetyval));</td><td class="ln">1594</td><td class="code"> m_Textures[0]-&gt;TopLeft (m_Textures[0]-&gt;Left (),(Scalar) (m_BaseBottom - targetyval));</td></tr>
<tr class="eq"><td class="ln">1595</td><td class="code"> m_Textures[0]-&gt;BlendMode (gos_BlendDecal);</td><td class="ln">1595</td><td class="code"> m_Textures[0]-&gt;BlendMode (gos_BlendDecal);</td></tr>
<tr><td class="ln del">1596</td><td class="del code"> //삼색 막대 게이지 그리기..(clipping size를 조절함으로써.. 값을 조절하는 효과를 나타낸다.)</td><td class="ln add">1596</td><td class="add code"> //Draw tri-color bar gauge.. (value adjusted by modifying clip size..)</td></tr>
<tr class="eq"><td class="ln">1597</td><td class="code"></td><td class="ln">1597</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1598</td><td class="code"> m_Textures[0]-&gt;Draw (loc,size,color,HUDTexture::NO_FLIP);</td><td class="ln">1598</td><td class="code"> m_Textures[0]-&gt;Draw (loc,size,color,HUDTexture::NO_FLIP);</td></tr>
<tr class="eq"><td class="ln">1599</td><td class="code"> color = MakeColor (0,125,0,250);</td><td class="ln">1599</td><td class="code"> color = MakeColor (0,125,0,250);</td></tr>
<tr class="eq"><td class="ln">1600</td><td class="code"> size = Size ();</td><td class="ln">1600</td><td class="code"> size = Size ();</td></tr>
<tr class="eq"><td class="ln">1601</td><td class="code"> loc = Location ();</td><td class="ln">1601</td><td class="code"> loc = Location ();</td></tr>
<tr><td class="ln del">1602</td><td class="del code"> //막대 게이지의 프레임.</td><td class="ln add">1602</td><td class="add code"> //Bar gauge frame.</td></tr>
<tr class="eq"><td class="ln">1603</td><td class="code"> DrawFrame ((int) (loc.x-2),(int) (loc.y-2),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td><td class="ln">1603</td><td class="code"> DrawFrame ((int) (loc.x-2),(int) (loc.y-2),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td></tr>
<tr class="eq"><td class="ln">1604</td><td class="code"></td><td class="ln">1604</td><td class="code"></td></tr>
<tr><td class="ln del">1605</td><td class="del code"> //온도 텍스트의 프레임..</td><td class="ln add">1605</td><td class="add code"> //Temperature text frame..</td></tr>
<tr class="eq"><td class="ln">1606</td><td class="code"> DrawFrame (261,542,303,560,color);</td><td class="ln">1606</td><td class="code"> DrawFrame (261,542,303,560,color);</td></tr>
<tr class="eq"><td class="ln">1607</td><td class="code"> m_HeatText-&gt;TopLeft (261,542);</td><td class="ln">1607</td><td class="code"> m_HeatText-&gt;TopLeft (261,542);</td></tr>
<tr class="eq"><td class="ln">1608</td><td class="code"> m_HeatText-&gt;BottomRight (303,560);</td><td class="ln">1608</td><td class="code"> m_HeatText-&gt;BottomRight (303,560);</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1611</td><td class="code"> DWORD textw,texth;</td><td class="ln">1611</td><td class="code"> DWORD textw,texth;</td></tr>
<tr class="eq"><td class="ln">1612</td><td class="code"> m_HeatText-&gt;DrawSize (textw,texth);</td><td class="ln">1612</td><td class="code"> m_HeatText-&gt;DrawSize (textw,texth);</td></tr>
<tr class="eq"><td class="ln">1613</td><td class="code"></td><td class="ln">1613</td><td class="code"></td></tr>
<tr><td class="ln del">1614</td><td class="del code"> //온도를 정해진 색으로 출력한다.(게이지는 텍스쳐이므로 색을 지정할 필요가 없다.)</td><td class="ln add">1614</td><td class="add code"> //Display temperature in its designated color. (Gauge is a texture, no color spec needed.)</td></tr>
<tr class="eq"><td class="ln">1615</td><td class="code"> m_HeatText-&gt;Draw (Point3D (282.0f - (textw/2.0f),551.0f - (texth/2.0f),0.9f));</td><td class="ln">1615</td><td class="code"> m_HeatText-&gt;Draw (Point3D (282.0f - (textw/2.0f),551.0f - (texth/2.0f),0.9f));</td></tr>
<tr class="eq"><td class="ln">1616</td><td class="code"> DrawLine (304,549,310,549,color);</td><td class="ln">1616</td><td class="code"> DrawLine (304,549,310,549,color);</td></tr>
<tr class="eq"><td class="ln">1617</td><td class="code"> DrawLine (309,(int) heaty,309,549,color);</td><td class="ln">1617</td><td class="code"> DrawLine (309,(int) heaty,309,549,color);</td></tr>
<tr class="eq"><td class="ln">1618</td><td class="code"> DrawLine ((int) (loc.x-2),(int) (heaty),309,(int) (heaty),color);</td><td class="ln">1618</td><td class="code"> DrawLine ((int) (loc.x-2),(int) (heaty),309,(int) (heaty),color);</td></tr>
<tr class="eq"><td class="ln">1619</td><td class="code">}else if(sh_step==1){</td><td class="ln">1619</td><td class="code">}else if(sh_step==1){</td></tr>
<tr><td class="ln del">1620</td><td class="del code"> //radar manager는 shutdown 시에 호출되지 않으므로.. 여기서 추가적으로 state를 업데이트 시켜준다.</td><td class="ln add">1620</td><td class="add code"> //radar manager is not called on shutdown.. state updated additionally here.</td></tr>
<tr class="eq"><td class="ln">1621</td><td class="code"> MechWarrior4::VehicleInterface* p = MechWarrior4::VehicleInterface::GetInstance();</td><td class="ln">1621</td><td class="code"> MechWarrior4::VehicleInterface* p = MechWarrior4::VehicleInterface::GetInstance();</td></tr>
<tr class="eq"><td class="ln">1622</td><td class="code"> p-&gt;GetGUIRadarStates(radar_device.recent_state);</td><td class="ln">1622</td><td class="code"> p-&gt;GetGUIRadarStates(radar_device.recent_state);</td></tr>
<tr class="eq"><td class="ln">1623</td><td class="code"></td><td class="ln">1623</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1624</td><td class="code"> int targetyval = (int) ((m_Heat * 23)/100.0f);</td><td class="ln">1624</td><td class="code"> int targetyval = (int) ((m_Heat * 23)/100.0f);</td></tr>
<tr class="eq"><td class="ln">1625</td><td class="code"> Clamp (targetyval,0,22);</td><td class="ln">1625</td><td class="code"> Clamp (targetyval,0,22);</td></tr>
<tr><td class="ln del">1626</td><td class="del code"> //heat의 범위는??? 0~100???</td><td class="ln add">1626</td><td class="add code"> //What is the range of heat??? 0~100???</td></tr>
<tr><td class="ln del">1627</td><td class="del code"></td><td class="ln add">1627</td><td class="add code"></td></tr>
<tr><td class="ln del">1628</td><td class="del code"> //target은 그리지 않고 현재 온도만 그린다.</td><td class="ln add">1628</td><td class="add code"> //Draw current temperature only, without the target.</td></tr>
<tr class="eq"><td class="ln">1629</td><td class="code"> float sizey=256;</td><td class="ln">1629</td><td class="code"> float sizey=256;</td></tr>
<tr><td class="ln del">1630</td><td class="del code"> //삼색 막대 게이지 그리기..(clipping size를 조절함으로써.. 값을 조절하는 효과를 나타낸다.)</td><td class="ln add">1630</td><td class="add code"> //Draw tri-color bar gauge.. (value adjusted by modifying clip size..)</td></tr>
<tr class="eq"><td class="ln">1631</td><td class="code"> {</td><td class="ln">1631</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">1632</td><td class="code"> radar_device.pD3DDevice-&gt;SetTexture(0,radar_device.pDDSTexture);</td><td class="ln">1632</td><td class="code"> radar_device.pD3DDevice-&gt;SetTexture(0,radar_device.pDDSTexture);</td></tr>
<tr class="eq"><td class="ln">1633</td><td class="code"> //backbground image</td><td class="ln">1633</td><td class="code"> //backbground image</td></tr>
<tr><td colspan="4" class="hunk">... 8 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1642</td><td class="code"> radar_device.pD3DDevice-&gt;SetTexture(0,0);</td><td class="ln">1642</td><td class="code"> radar_device.pD3DDevice-&gt;SetTexture(0,0);</td></tr>
<tr class="eq"><td class="ln">1643</td><td class="code"> radar_device.DrawFrame(54-1,630-188-3,80+1,630+3,0xFFFFFFFF);</td><td class="ln">1643</td><td class="code"> radar_device.DrawFrame(54-1,630-188-3,80+1,630+3,0xFFFFFFFF);</td></tr>
<tr class="eq"><td class="ln">1644</td><td class="code"> }</td><td class="ln">1644</td><td class="code"> }</td></tr>
<tr><td class="ln del">1645</td><td class="del code"> //텍스트</td><td class="ln add">1645</td><td class="add code"> //Text</td></tr>
<tr class="eq"><td class="ln">1646</td><td class="code"> {</td><td class="ln">1646</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">1647</td><td class="code"> char buf[16];</td><td class="ln">1647</td><td class="code"> char buf[16];</td></tr>
<tr class="eq"><td class="ln">1648</td><td class="code">// MSL 5.02 Heat Scale Header</td><td class="ln">1648</td><td class="code">// MSL 5.02 Heat Scale Header</td></tr>
<tr><td colspan="4" class="hunk">... 15 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1664</td><td class="code"> m_TargetJump = -1.0f;</td><td class="ln">1664</td><td class="code"> m_TargetJump = -1.0f;</td></tr>
<tr class="eq"><td class="ln">1665</td><td class="code"> Location (Point3D (467,539,0.9f));</td><td class="ln">1665</td><td class="code"> Location (Point3D (467,539,0.9f));</td></tr>
<tr class="eq"><td class="ln">1666</td><td class="code"> Size (Point3D (7,49,0.9f));</td><td class="ln">1666</td><td class="code"> Size (Point3D (7,49,0.9f));</td></tr>
<tr><td class="ln del">1667</td><td class="del code"> //j라고 하는 작은 글자... &lt;==실제로는 잘 보이지 않는다.</td><td class="ln add">1667</td><td class="add code"> //Small &#x27;j&#x27; character... &lt;==actually barely visible.</td></tr>
<tr class="eq"><td class="ln">1668</td><td class="code"> AddTexture (&quot;hud\\hud4&quot;,0,98,200,106,207);</td><td class="ln">1668</td><td class="code"> AddTexture (&quot;hud\\hud4&quot;,0,98,200,106,207);</td></tr>
<tr class="eq"><td class="ln">1669</td><td class="code">}</td><td class="ln">1669</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1670</td><td class="code"></td><td class="ln">1670</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 32 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1703</td><td class="code"> size = Size ();</td><td class="ln">1703</td><td class="code"> size = Size ();</td></tr>
<tr class="eq"><td class="ln">1704</td><td class="code"> loc = Location ();</td><td class="ln">1704</td><td class="code"> loc = Location ();</td></tr>
<tr class="eq"><td class="ln">1705</td><td class="code"></td><td class="ln">1705</td><td class="code"></td></tr>
<tr><td class="ln del">1706</td><td class="del code"> DWORD color = MakeColor (255,255,255,250); // 원래 255,255,255,250이었음</td><td class="ln add">1706</td><td class="add code"> DWORD color = MakeColor (255,255,255,250); // was originally 255,255,255,250</td></tr>
<tr><td class="ln del">1707</td><td class="del code"> //j라고 하는 작은 글자...</td><td class="ln add">1707</td><td class="add code"> //Small &#x27;j&#x27; character...</td></tr>
<tr class="eq"><td class="ln">1708</td><td class="code"> m_Textures[0]-&gt;Draw (Point3D (loc.x+2,loc.y - m_Textures[0]-&gt;Size().y-2.0f,0.9f),m_Textures[0]-&gt;Size (),color);</td><td class="ln">1708</td><td class="code"> m_Textures[0]-&gt;Draw (Point3D (loc.x+2,loc.y - m_Textures[0]-&gt;Size().y-2.0f,0.9f),m_Textures[0]-&gt;Size (),color);</td></tr>
<tr class="eq"><td class="ln">1709</td><td class="code"> int targetyval = (int) (m_Jump * size.y);</td><td class="ln">1709</td><td class="code"> int targetyval = (int) (m_Jump * size.y);</td></tr>
<tr class="eq"><td class="ln">1710</td><td class="code"></td><td class="ln">1710</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1711</td><td class="code"> color = MakeColor (0,125,0,250);</td><td class="ln">1711</td><td class="code"> color = MakeColor (0,125,0,250);</td></tr>
<tr class="eq"><td class="ln">1712</td><td class="code"></td><td class="ln">1712</td><td class="code"></td></tr>
<tr><td class="ln del">1713</td><td class="del code"> //녹색 게이지..</td><td class="ln add">1713</td><td class="add code"> //Green gauge..</td></tr>
<tr class="eq"><td class="ln">1714</td><td class="code"> my_DrawRect ((int) (loc.x),(int) (loc.y+size.y-targetyval),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td><td class="ln">1714</td><td class="code"> my_DrawRect ((int) (loc.x),(int) (loc.y+size.y-targetyval),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td></tr>
<tr class="eq"><td class="ln">1715</td><td class="code"> if ((m_Jump != 0) &amp;&amp; (m_Alpha != 0))</td><td class="ln">1715</td><td class="code"> if ((m_Jump != 0) &amp;&amp; (m_Alpha != 0))</td></tr>
<tr class="eq"><td class="ln">1716</td><td class="code"> {</td><td class="ln">1716</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 1 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1718</td><td class="code"> my_DrawRect ((int) (loc.x),(int) (loc.y+size.y-targetyval),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td><td class="ln">1718</td><td class="code"> my_DrawRect ((int) (loc.x),(int) (loc.y+size.y-targetyval),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td></tr>
<tr class="eq"><td class="ln">1719</td><td class="code"> }</td><td class="ln">1719</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1720</td><td class="code"></td><td class="ln">1720</td><td class="code"></td></tr>
<tr><td class="ln del">1721</td><td class="del code"> //게이지 맨위의 흰선..</td><td class="ln add">1721</td><td class="add code"> //White line at the top of gauge..</td></tr>
<tr class="eq"><td class="ln">1722</td><td class="code"> color = MakeColor (255,255,255,200);</td><td class="ln">1722</td><td class="code"> color = MakeColor (255,255,255,200);</td></tr>
<tr class="eq"><td class="ln">1723</td><td class="code"> DrawLine ((int) (loc.x),(int) (loc.y+size.y-targetyval),(int) (loc.x+size.x),(int) (loc.y+size.y-targetyval),color);</td><td class="ln">1723</td><td class="code"> DrawLine ((int) (loc.x),(int) (loc.y+size.y-targetyval),(int) (loc.x+size.x),(int) (loc.y+size.y-targetyval),color);</td></tr>
<tr class="eq"><td class="ln">1724</td><td class="code"></td><td class="ln">1724</td><td class="code"></td></tr>
<tr><td class="ln del">1725</td><td class="del code"> //테두리 그리기..</td><td class="ln add">1725</td><td class="add code"> //Draw border..</td></tr>
<tr class="eq"><td class="ln">1726</td><td class="code"> color = MakeColor (0,125,0,250);</td><td class="ln">1726</td><td class="code"> color = MakeColor (0,125,0,250);</td></tr>
<tr class="eq"><td class="ln">1727</td><td class="code"> DrawFrame ((int) loc.x,(int) (loc.y),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td><td class="ln">1727</td><td class="code"> DrawFrame ((int) loc.x,(int) (loc.y),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td></tr>
<tr class="eq"><td class="ln">1728</td><td class="code">}else if(sh_step==1){</td><td class="ln">1728</td><td class="code">}else if(sh_step==1){</td></tr>
<tr><td colspan="4" class="hunk">... 7 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1736</td><td class="code">}</td><td class="ln">1736</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1737</td><td class="code">}</td><td class="ln">1737</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1738</td><td class="code"></td><td class="ln">1738</td><td class="code"></td></tr>
<tr><td class="ln del">1739</td><td class="del code">//전반적으로 jumpjet과 거의 같다.</td><td class="ln add">1739</td><td class="add code">//Overall almost identical to jumpjet.</td></tr>
<tr class="eq"><td class="ln">1740</td><td class="code">HUDCoolant::HUDCoolant ()</td><td class="ln">1740</td><td class="code">HUDCoolant::HUDCoolant ()</td></tr>
<tr class="eq"><td class="ln">1741</td><td class="code">{</td><td class="ln">1741</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">1742</td><td class="code"> m_Alpha = 255;</td><td class="ln">1742</td><td class="code"> m_Alpha = 255;</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1745</td><td class="code"> m_Cool = 100;</td><td class="ln">1745</td><td class="code"> m_Cool = 100;</td></tr>
<tr class="eq"><td class="ln">1746</td><td class="code"> Location (Point3D (332,539,0.9f));</td><td class="ln">1746</td><td class="code"> Location (Point3D (332,539,0.9f));</td></tr>
<tr class="eq"><td class="ln">1747</td><td class="code"> Size (Point3D (7,49,0.9f));</td><td class="ln">1747</td><td class="code"> Size (Point3D (7,49,0.9f));</td></tr>
<tr><td class="ln del">1748</td><td class="del code"> //C라고 하는 작은 글자..</td><td class="ln add">1748</td><td class="add code"> //Small &#x27;C&#x27; character..</td></tr>
<tr class="eq"><td class="ln">1749</td><td class="code"> AddTexture (&quot;hud\\hud4&quot;,0,88,200,96,207);</td><td class="ln">1749</td><td class="code"> AddTexture (&quot;hud\\hud4&quot;,0,88,200,96,207);</td></tr>
<tr class="eq"><td class="ln">1750</td><td class="code">}</td><td class="ln">1750</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1751</td><td class="code"></td><td class="ln">1751</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 30 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1782</td><td class="code"> loc = Location ();</td><td class="ln">1782</td><td class="code"> loc = Location ();</td></tr>
<tr class="eq"><td class="ln">1783</td><td class="code"></td><td class="ln">1783</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1784</td><td class="code"> DWORD color = MakeColor (0,125,0,250);</td><td class="ln">1784</td><td class="code"> DWORD color = MakeColor (0,125,0,250);</td></tr>
<tr><td class="ln del">1785</td><td class="del code"> //C라고 하는 작은 글자..</td><td class="ln add">1785</td><td class="add code"> //Small &#x27;C&#x27; character..</td></tr>
<tr class="eq"><td class="ln">1786</td><td class="code"> m_Textures[0]-&gt;Draw (Point3D (loc.x+2,loc.y - m_Textures[0]-&gt;Size().y-2.0f,0.9f),m_Textures[0]-&gt;Size (),color);</td><td class="ln">1786</td><td class="code"> m_Textures[0]-&gt;Draw (Point3D (loc.x+2,loc.y - m_Textures[0]-&gt;Size().y-2.0f,0.9f),m_Textures[0]-&gt;Size (),color);</td></tr>
<tr class="eq"><td class="ln">1787</td><td class="code"></td><td class="ln">1787</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1788</td><td class="code"> m_gCool = m_Cool;</td><td class="ln">1788</td><td class="code"> m_gCool = m_Cool;</td></tr>
<tr><td colspan="4" class="hunk">... 1 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1790</td><td class="code"> Clamp (targetyval,0,(int) size.y);</td><td class="ln">1790</td><td class="code"> Clamp (targetyval,0,(int) size.y);</td></tr>
<tr class="eq"><td class="ln">1791</td><td class="code"></td><td class="ln">1791</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1792</td><td class="code"> color = MakeColor (0,100,255,250);</td><td class="ln">1792</td><td class="code"> color = MakeColor (0,100,255,250);</td></tr>
<tr><td class="ln del">1793</td><td class="del code"> //게이지 그리기..</td><td class="ln add">1793</td><td class="add code"> //Draw gauge..</td></tr>
<tr class="eq"><td class="ln">1794</td><td class="code"> my_DrawRect ((int) (loc.x),(int) (loc.y+size.y-targetyval),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td><td class="ln">1794</td><td class="code"> my_DrawRect ((int) (loc.x),(int) (loc.y+size.y-targetyval),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td></tr>
<tr class="eq"><td class="ln">1795</td><td class="code"> if ((m_Cool != 0) &amp;&amp; (m_Alpha != 0))</td><td class="ln">1795</td><td class="code"> if ((m_Cool != 0) &amp;&amp; (m_Alpha != 0))</td></tr>
<tr class="eq"><td class="ln">1796</td><td class="code"> {</td><td class="ln">1796</td><td class="code"> {</td></tr>
<tr><td class="ln del">1797</td><td class="del code"> //flush했을때.. 흰색으로 깜박이는 효과 그리기...</td><td class="ln add">1797</td><td class="add code"> //When flushed.. draw white blinking effect...</td></tr>
<tr class="eq"><td class="ln">1798</td><td class="code"> color = MakeColor (255,255,255,m_Alpha);</td><td class="ln">1798</td><td class="code"> color = MakeColor (255,255,255,m_Alpha);</td></tr>
<tr class="eq"><td class="ln">1799</td><td class="code"> my_DrawRect ((int) (loc.x),(int) (loc.y+size.y-targetyval),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td><td class="ln">1799</td><td class="code"> my_DrawRect ((int) (loc.x),(int) (loc.y+size.y-targetyval),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td></tr>
<tr class="eq"><td class="ln">1800</td><td class="code"> }</td><td class="ln">1800</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1801</td><td class="code"> color = MakeColor (255,255,255,200);</td><td class="ln">1801</td><td class="code"> color = MakeColor (255,255,255,200);</td></tr>
<tr><td class="ln del">1802</td><td class="del code"> //게이지 위쪽의 흰선..</td><td class="ln add">1802</td><td class="add code"> //White line above gauge..</td></tr>
<tr class="eq"><td class="ln">1803</td><td class="code"> DrawLine ((int) (loc.x),(int) (loc.y+size.y-targetyval),(int) (loc.x+size.x),(int) (loc.y+size.y-targetyval),color);</td><td class="ln">1803</td><td class="code"> DrawLine ((int) (loc.x),(int) (loc.y+size.y-targetyval),(int) (loc.x+size.x),(int) (loc.y+size.y-targetyval),color);</td></tr>
<tr class="eq"><td class="ln">1804</td><td class="code"></td><td class="ln">1804</td><td class="code"></td></tr>
<tr><td class="ln del">1805</td><td class="del code"> //게이지를 둘러싸는 프레임..</td><td class="ln add">1805</td><td class="add code"> //Frame surrounding gauge..</td></tr>
<tr class="eq"><td class="ln">1806</td><td class="code"> color = MakeColor (0,125,0,250);</td><td class="ln">1806</td><td class="code"> color = MakeColor (0,125,0,250);</td></tr>
<tr class="eq"><td class="ln">1807</td><td class="code"> DrawFrame ((int) loc.x,(int) (loc.y),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td><td class="ln">1807</td><td class="code"> DrawFrame ((int) loc.x,(int) (loc.y),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td></tr>
<tr class="eq"><td class="ln">1808</td><td class="code">}else if(sh_step==1){</td><td class="ln">1808</td><td class="code">}else if(sh_step==1){</td></tr>
<tr><td colspan="4" class="hunk">... 8 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1817</td><td class="code">}</td><td class="ln">1817</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1818</td><td class="code"></td><td class="ln">1818</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1819</td><td class="code"></td><td class="ln">1819</td><td class="code"></td></tr>
<tr><td class="ln del">1820</td><td class="del code">//속도를 나타내는... HUD Component</td><td class="ln add">1820</td><td class="add code">//HUD Component displaying speed...</td></tr>
<tr class="eq"><td class="ln">1821</td><td class="code">namespace NHUDSPEED</td><td class="ln">1821</td><td class="code">namespace NHUDSPEED</td></tr>
<tr class="eq"><td class="ln">1822</td><td class="code">{</td><td class="ln">1822</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">1823</td><td class="code">// const int for_speed_box[12] = {0,4,8,12,16,20,24,28,32,36,40,44};</td><td class="ln">1823</td><td class="code">// const int for_speed_box[12] = {0,4,8,12,16,20,24,28,32,36,40,44};</td></tr>
<tr><td colspan="4" class="hunk">... 104 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1928</td><td class="code"> speedy = loc.y + 56 - fred;</td><td class="ln">1928</td><td class="code"> speedy = loc.y + 56 - fred;</td></tr>
<tr class="eq"><td class="ln">1929</td><td class="code"></td><td class="ln">1929</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1930</td><td class="code"> DWORD color = MakeColor (255,255,255,255);</td><td class="ln">1930</td><td class="code"> DWORD color = MakeColor (255,255,255,255);</td></tr>
<tr><td class="ln del">1931</td><td class="del code"> //게이지 백그라운드 눈금..</td><td class="ln add">1931</td><td class="add code"> //Gauge background tick marks..</td></tr>
<tr class="eq"><td class="ln">1932</td><td class="code"> m_Textures[1]-&gt;Draw (loc,size,color,HUDTexture::NO_FLIP,true);</td><td class="ln">1932</td><td class="code"> m_Textures[1]-&gt;Draw (loc,size,color,HUDTexture::NO_FLIP,true);</td></tr>
<tr class="eq"><td class="ln">1933</td><td class="code"> loc.y += top;</td><td class="ln">1933</td><td class="code"> loc.y += top;</td></tr>
<tr class="eq"><td class="ln">1934</td><td class="code"> size.y = (Scalar) bottom - top;</td><td class="ln">1934</td><td class="code"> size.y = (Scalar) bottom - top;</td></tr>
<tr class="eq"><td class="ln">1935</td><td class="code"></td><td class="ln">1935</td><td class="code"></td></tr>
<tr><td class="ln del">1936</td><td class="del code"> //삼색 막대 게이지 그리기..(clipping size를 조절함으로써.. 값을 조절하는 효과를 나타낸다.)</td><td class="ln add">1936</td><td class="add code"> //Draw tri-color bar gauge.. (value adjusted by modifying clip size..)</td></tr>
<tr class="eq"><td class="ln">1937</td><td class="code"></td><td class="ln">1937</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1938</td><td class="code"> m_Textures[0]-&gt;TopLeft (m_Textures[0]-&gt;Left (),(Scalar) (top));</td><td class="ln">1938</td><td class="code"> m_Textures[0]-&gt;TopLeft (m_Textures[0]-&gt;Left (),(Scalar) (top));</td></tr>
<tr class="eq"><td class="ln">1939</td><td class="code"> m_Textures[0]-&gt;BottomRight (m_Textures[0]-&gt;Right (),(Scalar) (bottom));</td><td class="ln">1939</td><td class="code"> m_Textures[0]-&gt;BottomRight (m_Textures[0]-&gt;Right (),(Scalar) (bottom));</td></tr>
<tr class="eq"><td class="ln">1940</td><td class="code"> m_Textures[0]-&gt;BlendMode (gos_BlendDecal);</td><td class="ln">1940</td><td class="code"> m_Textures[0]-&gt;BlendMode (gos_BlendDecal);</td></tr>
<tr><td class="ln del">1941</td><td class="del code"> //colored 게이지..녹색으로 되어 있다.</td><td class="ln add">1941</td><td class="add code"> //Colored gauge.. currently green.</td></tr>
<tr class="eq"><td class="ln">1942</td><td class="code"> m_Textures[0]-&gt;Draw (loc,size,color,HUDTexture::NO_FLIP,true);</td><td class="ln">1942</td><td class="code"> m_Textures[0]-&gt;Draw (loc,size,color,HUDTexture::NO_FLIP,true);</td></tr>
<tr class="eq"><td class="ln">1943</td><td class="code"> color = MakeColor (0,125,0,250);</td><td class="ln">1943</td><td class="code"> color = MakeColor (0,125,0,250);</td></tr>
<tr class="eq"><td class="ln">1944</td><td class="code"> size = Size ();</td><td class="ln">1944</td><td class="code"> size = Size ();</td></tr>
<tr class="eq"><td class="ln">1945</td><td class="code"> loc = Location ();</td><td class="ln">1945</td><td class="code"> loc = Location ();</td></tr>
<tr><td class="ln del">1946</td><td class="del code"> //게이지를 둘러싸는.. 프레임 그리기..</td><td class="ln add">1946</td><td class="add code"> //Draw frame surrounding gauge..</td></tr>
<tr class="eq"><td class="ln">1947</td><td class="code"> DrawFrame ((int) (loc.x-2),(int) (loc.y-2),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td><td class="ln">1947</td><td class="code"> DrawFrame ((int) (loc.x-2),(int) (loc.y-2),(int) (loc.x+size.x),(int) (loc.y+size.y),color);</td></tr>
<tr class="eq"><td class="ln">1948</td><td class="code"></td><td class="ln">1948</td><td class="code"></td></tr>
<tr><td class="ln del">1949</td><td class="del code"> //속도 표시하는 프레임...</td><td class="ln add">1949</td><td class="add code"> //Speed display frame...</td></tr>
<tr class="eq"><td class="ln">1950</td><td class="code"> DrawFrame (506,537,548,555,color);</td><td class="ln">1950</td><td class="code"> DrawFrame (506,537,548,555,color);</td></tr>
<tr class="eq"><td class="ln">1951</td><td class="code"> m_SpeedText-&gt;TopLeft (506,537);</td><td class="ln">1951</td><td class="code"> m_SpeedText-&gt;TopLeft (506,537);</td></tr>
<tr class="eq"><td class="ln">1952</td><td class="code"> m_SpeedText-&gt;BottomRight (548,555);</td><td class="ln">1952</td><td class="code"> m_SpeedText-&gt;BottomRight (548,555);</td></tr>
<tr><td colspan="4" class="hunk">... 5 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1958</td><td class="code"></td><td class="ln">1958</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1959</td><td class="code"> DWORD textw,texth;</td><td class="ln">1959</td><td class="code"> DWORD textw,texth;</td></tr>
<tr class="eq"><td class="ln">1960</td><td class="code"> m_SpeedText-&gt;DrawSize (textw,texth);</td><td class="ln">1960</td><td class="code"> m_SpeedText-&gt;DrawSize (textw,texth);</td></tr>
<tr><td class="ln del">1961</td><td class="del code"> //속도 표시하는 텍스트.. 앞/뒤 방향에 따라서 색이 녹식/파란색.....으로 된다.</td><td class="ln add">1961</td><td class="add code"> //Speed text.. color is green/blue depending on forward/backward direction.....</td></tr>
<tr class="eq"><td class="ln">1962</td><td class="code"> m_SpeedText-&gt;Draw (Point3D (527.0f - (textw/2.0f),546.0f - (texth/2.0f),0.9f));</td><td class="ln">1962</td><td class="code"> m_SpeedText-&gt;Draw (Point3D (527.0f - (textw/2.0f),546.0f - (texth/2.0f),0.9f));</td></tr>
<tr><td class="ln del">1963</td><td class="del code"> //속도프레임-게이지 프레임 연결하는 3 segment라인..</td><td class="ln add">1963</td><td class="add code"> //3-segment line connecting speed frame to gauge frame..</td></tr>
<tr class="eq"><td class="ln">1964</td><td class="code"> DrawLine (498,549,506,549,color);</td><td class="ln">1964</td><td class="code"> DrawLine (498,549,506,549,color);</td></tr>
<tr class="eq"><td class="ln">1965</td><td class="code"> DrawLine (498,(int) speedy,498,549,color);</td><td class="ln">1965</td><td class="code"> DrawLine (498,(int) speedy,498,549,color);</td></tr>
<tr class="eq"><td class="ln">1966</td><td class="code"> DrawLine ((int) (loc.x+size.x+2),(int) (speedy),498,(int) (speedy),color);</td><td class="ln">1966</td><td class="code"> DrawLine ((int) (loc.x+size.x+2),(int) (speedy),498,(int) (speedy),color);</td></tr>
<tr class="eq"><td class="ln">1967</td><td class="code">}else if(sh_step==1){</td><td class="ln">1967</td><td class="code">}else if(sh_step==1){</td></tr>
<tr><td class="ln del">1968</td><td class="del code"> //적절하지는 않지만.. 미션 시간을 speed에서 같이 그린다.</td><td class="ln add">1968</td><td class="add code"> //Not ideal, but draw mission time alongside speed display.</td></tr>
<tr><td class="ln del">1969</td><td class="del code"> //미션 시간 그리기...hudtimer.cpp에 DrawImplementation에서 따온것임..</td><td class="ln add">1969</td><td class="add code"> //Draw mission timer... taken from DrawImplementation in hudtimer.cpp..</td></tr>
<tr class="eq"><td class="ln">1970</td><td class="code"> {</td><td class="ln">1970</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">1971</td><td class="code"> MWMission *mwmiss = Cast_Object (MWMission *,Mission::GetInstance ());</td><td class="ln">1971</td><td class="code"> MWMission *mwmiss = Cast_Object (MWMission *,Mission::GetInstance ());</td></tr>
<tr class="eq"><td class="ln">1972</td><td class="code"> Verify (mwmiss);</td><td class="ln">1972</td><td class="code"> Verify (mwmiss);</td></tr>
<tr><td colspan="4" class="hunk">... 10 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1983</td><td class="code"> }</td><td class="ln">1983</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1984</td><td class="code"></td><td class="ln">1984</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1985</td><td class="code"> float offset;</td><td class="ln">1985</td><td class="code"> float offset;</td></tr>
<tr><td class="ln del">1986</td><td class="del code"> //126,62.. 188의 속도.. 2:1로 나누면..</td><td class="ln add">1986</td><td class="add code"> //126,62.. speed 188.. divided 2:1..</td></tr>
<tr class="eq"><td class="ln">1987</td><td class="code"></td><td class="ln">1987</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1988</td><td class="code"> //backbground image</td><td class="ln">1988</td><td class="code"> //backbground image</td></tr>
<tr class="eq"><td class="ln">1989</td><td class="code"> radar_device.pD3DDevice-&gt;SetTexture(0,radar_device.pDDSTexture);</td><td class="ln">1989</td><td class="code"> radar_device.pD3DDevice-&gt;SetTexture(0,radar_device.pDDSTexture);</td></tr>
<tr><td colspan="4" class="hunk">... 104 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2094</td><td class="code"> navPointName = new HUDText ();</td><td class="ln">2094</td><td class="code"> navPointName = new HUDText ();</td></tr>
<tr class="eq"><td class="ln">2095</td><td class="code"> navPointRange = new HUDNumberText ();</td><td class="ln">2095</td><td class="code"> navPointRange = new HUDNumberText ();</td></tr>
<tr class="eq"><td class="ln">2096</td><td class="code"> playerAngle = new HUDNumberText ();</td><td class="ln">2096</td><td class="code"> playerAngle = new HUDNumberText ();</td></tr>
<tr><td class="ln del">2097</td><td class="del code"> navPointRange-&gt;SetSize (HUDText::MEDIUM_SIZE); // 원래 SMALL_SIZE였음</td><td class="ln add">2097</td><td class="add code"> navPointRange-&gt;SetSize (HUDText::MEDIUM_SIZE); // was originally SMALL_SIZE</td></tr>
<tr><td class="ln del">2098</td><td class="del code"> playerAngle-&gt;SetSize (HUDText::MEDIUM_SIZE); // 원래 SMALL_SIZE였음</td><td class="ln add">2098</td><td class="add code"> playerAngle-&gt;SetSize (HUDText::MEDIUM_SIZE); // was originally SMALL_SIZE</td></tr>
<tr class="eq"><td class="ln">2099</td><td class="code"></td><td class="ln">2099</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2100</td><td class="code"> m_NavAlphaTime = 0;</td><td class="ln">2100</td><td class="code"> m_NavAlphaTime = 0;</td></tr>
<tr class="eq"><td class="ln">2101</td><td class="code"></td><td class="ln">2101</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 101 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2203</td><td class="code"> m_Textures[10]-&gt;TopLeft ((Scalar) (m_BaseLeft + offset),m_Textures[10]-&gt;Top ());</td><td class="ln">2203</td><td class="code"> m_Textures[10]-&gt;TopLeft ((Scalar) (m_BaseLeft + offset),m_Textures[10]-&gt;Top ());</td></tr>
<tr class="eq"><td class="ln">2204</td><td class="code"> size = m_Textures[10]-&gt;Size ();</td><td class="ln">2204</td><td class="code"> size = m_Textures[10]-&gt;Size ();</td></tr>
<tr class="eq"><td class="ln">2205</td><td class="code"> m_Textures[10]-&gt;Draw (loc,size,color,HUDTexture::NO_FLIP,true);</td><td class="ln">2205</td><td class="code"> m_Textures[10]-&gt;Draw (loc,size,color,HUDTexture::NO_FLIP,true);</td></tr>
<tr><td class="ln del">2206</td><td class="del code"> //2번 aux의 줄자..의 대부분...(이걸로 표시되지 않을때.. 다음걸로 표시한다.)</td><td class="ln add">2206</td><td class="add code"> //Main portion of aux2 ruler... (if not displayable here, use next one.)</td></tr>
<tr class="eq"><td class="ln">2207</td><td class="code">#if 1</td><td class="ln">2207</td><td class="code">#if 1</td></tr>
<tr class="eq"><td class="ln">2208</td><td class="code"> loc.x += size.x;</td><td class="ln">2208</td><td class="code"> loc.x += size.x;</td></tr>
<tr class="eq"><td class="ln">2209</td><td class="code"> loc.x-=1;</td><td class="ln">2209</td><td class="code"> loc.x-=1;</td></tr>
<tr class="eq"><td class="ln">2210</td><td class="code"> m_Textures[13]-&gt;BottomRight ((Scalar) m_BaseLeft+offset,m_Textures[13]-&gt;Bottom ());</td><td class="ln">2210</td><td class="code"> m_Textures[13]-&gt;BottomRight ((Scalar) m_BaseLeft+offset,m_Textures[13]-&gt;Bottom ());</td></tr>
<tr class="eq"><td class="ln">2211</td><td class="code"> size = m_Textures[13]-&gt;Size ();</td><td class="ln">2211</td><td class="code"> size = m_Textures[13]-&gt;Size ();</td></tr>
<tr class="eq"><td class="ln">2212</td><td class="code"> m_Textures[13]-&gt;Draw (loc,size,color,HUDTexture::NO_FLIP,true);</td><td class="ln">2212</td><td class="code"> m_Textures[13]-&gt;Draw (loc,size,color,HUDTexture::NO_FLIP,true);</td></tr>
<tr><td class="ln del">2213</td><td class="del code"> //2번 aux의 줄자의 짦은 부분....</td><td class="ln add">2213</td><td class="add code"> //Short tick marks of aux2 ruler....</td></tr>
<tr class="eq"><td class="ln">2214</td><td class="code">#endif</td><td class="ln">2214</td><td class="code">#endif</td></tr>
<tr class="eq"><td class="ln">2215</td><td class="code"></td><td class="ln">2215</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2216</td><td class="code"> int heading = m_PlayerFacing;</td><td class="ln">2216</td><td class="code"> int heading = m_PlayerFacing;</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2223</td><td class="code"> bool draw = false;</td><td class="ln">2223</td><td class="code"> bool draw = false;</td></tr>
<tr class="eq"><td class="ln">2224</td><td class="code"> if (dir &lt; 0)</td><td class="ln">2224</td><td class="code"> if (dir &lt; 0)</td></tr>
<tr class="eq"><td class="ln">2225</td><td class="code"> dir += 360;</td><td class="ln">2225</td><td class="code"> dir += 360;</td></tr>
<tr><td class="ln del">2226</td><td class="del code"> else if (dir &gt; 360)//상훈 고침.. 원래는 --&gt; &quot;else if (dir &gt; 360)&quot; 였음..</td><td class="ln add">2226</td><td class="add code"> else if (dir &gt; 360)//sanghoon fix: original was --&gt; &quot;else if (dir &gt; 360)&quot;..</td></tr>
<tr class="eq"><td class="ln">2227</td><td class="code"> dir -= 360;</td><td class="ln">2227</td><td class="code"> dir -= 360;</td></tr>
<tr class="eq"><td class="ln">2228</td><td class="code"> switch (dir)</td><td class="ln">2228</td><td class="code"> switch (dir)</td></tr>
<tr class="eq"><td class="ln">2229</td><td class="code"> {</td><td class="ln">2229</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 35 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2265</td><td class="code"> navText[textid]-&gt;DrawSize (dx,dy);</td><td class="ln">2265</td><td class="code"> navText[textid]-&gt;DrawSize (dx,dy);</td></tr>
<tr class="eq"><td class="ln">2266</td><td class="code"> textloc.x -= dx/2;</td><td class="ln">2266</td><td class="code"> textloc.x -= dx/2;</td></tr>
<tr class="eq"><td class="ln">2267</td><td class="code"> navText[textid]-&gt;Draw (textloc);</td><td class="ln">2267</td><td class="code"> navText[textid]-&gt;Draw (textloc);</td></tr>
<tr><td class="ln del">2268</td><td class="del code"> //2번 aux방위각 표시.. 340 350 N 10 20...</td><td class="ln add">2268</td><td class="add code"> //Aux2 bearing display.. 340 350 N 10 20...</td></tr>
<tr class="eq"><td class="ln">2269</td><td class="code"> }</td><td class="ln">2269</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2270</td><td class="code"> }</td><td class="ln">2270</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2271</td><td class="code"></td><td class="ln">2271</td><td class="code"></td></tr>
<tr><td class="ln del">2272</td><td class="del code"> //2번 aux mech의 방향각도 표시...</td><td class="ln add">2272</td><td class="add code"> //Aux2 mech heading angle display...</td></tr>
<tr class="eq"><td class="ln">2273</td><td class="code"> color = Color ();</td><td class="ln">2273</td><td class="code"> color = Color ();</td></tr>
<tr class="eq"><td class="ln">2274</td><td class="code"> DrawFrame (400-13,10,400+13,22,color);</td><td class="ln">2274</td><td class="code"> DrawFrame (400-13,10,400+13,22,color);</td></tr>
<tr class="eq"><td class="ln">2275</td><td class="code"> DWORD dx,dy;</td><td class="ln">2275</td><td class="code"> DWORD dx,dy;</td></tr>
<tr><td colspan="4" class="hunk">... 12 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2288</td><td class="code"> size = m_Textures[11]-&gt;Size ();</td><td class="ln">2288</td><td class="code"> size = m_Textures[11]-&gt;Size ();</td></tr>
<tr class="eq"><td class="ln">2289</td><td class="code"> color = Color ();</td><td class="ln">2289</td><td class="code"> color = Color ();</td></tr>
<tr class="eq"><td class="ln">2290</td><td class="code"> m_Textures[11]-&gt;Draw (Point3D (400.0f,44.0f,0.9f),size,color);</td><td class="ln">2290</td><td class="code"> m_Textures[11]-&gt;Draw (Point3D (400.0f,44.0f,0.9f),size,color);</td></tr>
<tr><td class="ln del">2291</td><td class="del code"> //2번 aux 중심표시.. 역삼각형..(매우작음)</td><td class="ln add">2291</td><td class="add code"> //Aux2 center indicator.. inverted triangle.. (very small)</td></tr>
<tr class="eq"><td class="ln">2292</td><td class="code"></td><td class="ln">2292</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2293</td><td class="code"> if (m_NavPointRange != -1)</td><td class="ln">2293</td><td class="code"> if (m_NavPointRange != -1)</td></tr>
<tr class="eq"><td class="ln">2294</td><td class="code"> {</td><td class="ln">2294</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2299</td><td class="code"> textloc.y = 0;</td><td class="ln">2299</td><td class="code"> textloc.y = 0;</td></tr>
<tr class="eq"><td class="ln">2300</td><td class="code"> textloc.z = 0;</td><td class="ln">2300</td><td class="code"> textloc.z = 0;</td></tr>
<tr class="eq"><td class="ln">2301</td><td class="code"> // Draw navpoint bug or arrows</td><td class="ln">2301</td><td class="code"> // Draw navpoint bug or arrows</td></tr>
<tr><td class="ln del">2302</td><td class="del code"> //2번 aux navigation</td><td class="ln add">2302</td><td class="add code"> //Aux2 navigation</td></tr>
<tr><td class="ln del">2303</td><td class="del code"> //navpoint bug:... 목표를 나타내는 동그라미를 발한다.(ruler안에 표시가능할때)</td><td class="ln add">2303</td><td class="add code"> //navpoint: draw circle indicating objective (when displayable in ruler)</td></tr>
<tr><td class="ln del">2304</td><td class="del code"> //arrow ruler안에 표시가 불가능할때.. 방향만 좌/우 화살표로서 표시한다.</td><td class="ln add">2304</td><td class="add code"> //When unable to display in arrow ruler.. show direction with left/right arrow only.</td></tr>
<tr class="eq"><td class="ln">2305</td><td class="code"> DWORD color = (m_NavAlpha &lt;&lt; 24) + 0x00AF00;</td><td class="ln">2305</td><td class="code"> DWORD color = (m_NavAlpha &lt;&lt; 24) + 0x00AF00;</td></tr>
<tr class="eq"><td class="ln">2306</td><td class="code"></td><td class="ln">2306</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2307</td><td class="code"> size = Size ();</td><td class="ln">2307</td><td class="code"> size = Size ();</td></tr>
<tr><td colspan="4" class="hunk">... 38 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2346</td><td class="code"> textloc.y += 5;</td><td class="ln">2346</td><td class="code"> textloc.y += 5;</td></tr>
<tr class="eq"><td class="ln">2347</td><td class="code"> textloc.z = 0.9f;</td><td class="ln">2347</td><td class="code"> textloc.z = 0.9f;</td></tr>
<tr class="eq"><td class="ln">2348</td><td class="code"> }</td><td class="ln">2348</td><td class="code"> }</td></tr>
<tr><td class="ln del">2349</td><td class="del code"> //지점 타켓의 이름을 그린다.</td><td class="ln add">2349</td><td class="add code"> //Draw the name of the point target.</td></tr>
<tr class="eq"><td class="ln">2350</td><td class="code"> DWORD dx,dy;</td><td class="ln">2350</td><td class="code"> DWORD dx,dy;</td></tr>
<tr class="eq"><td class="ln">2351</td><td class="code"> navPointName-&gt;TopLeft (textloc.x-50.0f,textloc.y-2.0f);</td><td class="ln">2351</td><td class="code"> navPointName-&gt;TopLeft (textloc.x-50.0f,textloc.y-2.0f);</td></tr>
<tr class="eq"><td class="ln">2352</td><td class="code"> navPointName-&gt;BottomRight (textloc.x+50.0f,textloc.y+20.0f);</td><td class="ln">2352</td><td class="code"> navPointName-&gt;BottomRight (textloc.x+50.0f,textloc.y+20.0f);</td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2357</td><td class="code"> navPointName-&gt;Draw (textloc);</td><td class="ln">2357</td><td class="code"> navPointName-&gt;Draw (textloc);</td></tr>
<tr class="eq"><td class="ln">2358</td><td class="code"> textloc.x += dx/2;</td><td class="ln">2358</td><td class="code"> textloc.x += dx/2;</td></tr>
<tr class="eq"><td class="ln">2359</td><td class="code"></td><td class="ln">2359</td><td class="code"></td></tr>
<tr><td class="ln del">2360</td><td class="del code"> //지점 타켓의 거리를 그린다.</td><td class="ln add">2360</td><td class="add code"> //Draw distance to point target.</td></tr>
<tr class="eq"><td class="ln">2361</td><td class="code"> textloc.y += 12.0f;</td><td class="ln">2361</td><td class="code"> textloc.y += 12.0f;</td></tr>
<tr class="eq"><td class="ln">2362</td><td class="code"> navPointName-&gt;TopLeft (textloc.x-50.0f,textloc.y-2.0f);</td><td class="ln">2362</td><td class="code"> navPointName-&gt;TopLeft (textloc.x-50.0f,textloc.y-2.0f);</td></tr>
<tr class="eq"><td class="ln">2363</td><td class="code"> navPointName-&gt;BottomRight (textloc.x+50.0f,textloc.y+20.0f);</td><td class="ln">2363</td><td class="code"> navPointName-&gt;BottomRight (textloc.x+50.0f,textloc.y+20.0f);</td></tr>
<tr><td colspan="4" class="hunk">... 139 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2503</td><td class="code"> if(VehGetShutdownState()!=1)</td><td class="ln">2503</td><td class="code"> if(VehGetShutdownState()!=1)</td></tr>
<tr class="eq"><td class="ln">2504</td><td class="code"> {</td><td class="ln">2504</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2505</td><td class="code"> mfd_device.DrawTexture(120,140,0xFFFFFFFF,testoffset+1,256,testoffset+402+1,256+18);</td><td class="ln">2505</td><td class="code"> mfd_device.DrawTexture(120,140,0xFFFFFFFF,testoffset+1,256,testoffset+402+1,256+18);</td></tr>
<tr><td class="ln del">2506</td><td class="del code"> //눈금위의 방위각 그리기</td><td class="ln add">2506</td><td class="add code"> //Draw bearing above tick marks</td></tr>
<tr class="eq"><td class="ln">2507</td><td class="code"> int heading = m_PlayerFacing;</td><td class="ln">2507</td><td class="code"> int heading = m_PlayerFacing;</td></tr>
<tr class="eq"><td class="ln">2508</td><td class="code"> int ii=0;</td><td class="ln">2508</td><td class="code"> int ii=0;</td></tr>
<tr class="eq"><td class="ln">2509</td><td class="code"> for (int i=heading-20;i&lt;=heading+20;i++,ii++){</td><td class="ln">2509</td><td class="code"> for (int i=heading-20;i&lt;=heading+20;i++,ii++){</td></tr>
<tr><td colspan="4" class="hunk">... 11 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2521</td><td class="code"> }</td><td class="ln">2521</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2522</td><td class="code"></td><td class="ln">2522</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2523</td><td class="code"> mfd_device.pD3DDevice-&gt;SetTexture(0,0);</td><td class="ln">2523</td><td class="code"> mfd_device.pD3DDevice-&gt;SetTexture(0,0);</td></tr>
<tr><td class="ln del">2524</td><td class="del code"> //현재 방위각 그리기</td><td class="ln add">2524</td><td class="add code"> //Draw current bearing</td></tr>
<tr class="eq"><td class="ln">2525</td><td class="code"> {</td><td class="ln">2525</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2526</td><td class="code"> char text[8];</td><td class="ln">2526</td><td class="code"> char text[8];</td></tr>
<tr class="eq"><td class="ln">2527</td><td class="code"> wsprintf(text,&quot;%d&quot;,(int)m_PlayerFacing);</td><td class="ln">2527</td><td class="code"> wsprintf(text,&quot;%d&quot;,(int)m_PlayerFacing);</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2530</td><td class="code"> }</td><td class="ln">2530</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2531</td><td class="code"> mfd_device.pD3DDevice-&gt;SetTexture(0,mfd_device.pDDSTexture);</td><td class="ln">2531</td><td class="code"> mfd_device.pD3DDevice-&gt;SetTexture(0,mfd_device.pDDSTexture);</td></tr>
<tr class="eq"><td class="ln">2532</td><td class="code"></td><td class="ln">2532</td><td class="code"></td></tr>
<tr><td class="ln del">2533</td><td class="del code"> //중심표시 역삼각형(매우작음) 그리기</td><td class="ln add">2533</td><td class="add code"> //Draw center-indicator inverted triangle (very small)</td></tr>
<tr class="eq"><td class="ln">2534</td><td class="code"> mfd_device.DrawTexture(320-5,140,0xFFFFFFFF,59,30+256,70,39+256);</td><td class="ln">2534</td><td class="code"> mfd_device.DrawTexture(320-5,140,0xFFFFFFFF,59,30+256,70,39+256);</td></tr>
<tr class="eq"><td class="ln">2535</td><td class="code"></td><td class="ln">2535</td><td class="code"></td></tr>
<tr><td class="ln del">2536</td><td class="del code"> //목표 그리기.</td><td class="ln add">2536</td><td class="add code"> //Draw objective.</td></tr>
<tr><td class="ln del">2537</td><td class="del code"> if (m_NavPointRange != -1){//목표 지점이 있을때.</td><td class="ln add">2537</td><td class="add code"> if (m_NavPointRange != -1){//when a target waypoint exists.</td></tr>
<tr class="eq"><td class="ln">2538</td><td class="code"> int hsh_textpos=0;</td><td class="ln">2538</td><td class="code"> int hsh_textpos=0;</td></tr>
<tr><td class="ln del">2539</td><td class="del code"> //목표 표시 그리기.</td><td class="ln add">2539</td><td class="add code"> //Draw objective indicator.</td></tr>
<tr class="eq"><td class="ln">2540</td><td class="code"> if ((m_NavPointFacing &gt; -20) &amp;&amp; (m_NavPointFacing &lt; 20)){</td><td class="ln">2540</td><td class="code"> if ((m_NavPointFacing &gt; -20) &amp;&amp; (m_NavPointFacing &lt; 20)){</td></tr>
<tr><td class="ln del">2541</td><td class="del code"> //방위각 내에 있을때.. 버그를 그린다.</td><td class="ln add">2541</td><td class="add code"> //When inside bearing range.. draw indicator.</td></tr>
<tr class="eq"><td class="ln">2542</td><td class="code"> mfd_device.DrawTexture((int)(320-9-m_NavPointFacing*10),140+4,0xFFFFFFFF,87,28+256,106,47+256);</td><td class="ln">2542</td><td class="code"> mfd_device.DrawTexture((int)(320-9-m_NavPointFacing*10),140+4,0xFFFFFFFF,87,28+256,106,47+256);</td></tr>
<tr class="eq"><td class="ln">2543</td><td class="code"> hsh_textpos=(int)(320-m_NavPointFacing*10);</td><td class="ln">2543</td><td class="code"> hsh_textpos=(int)(320-m_NavPointFacing*10);</td></tr>
<tr class="eq"><td class="ln">2544</td><td class="code"> }else{</td><td class="ln">2544</td><td class="code"> }else{</td></tr>
<tr><td class="ln del">2545</td><td class="del code"> //방위각 밖에 있을때.. 화살표를 그린다.</td><td class="ln add">2545</td><td class="add code"> //When outside bearing range.. draw arrow.</td></tr>
<tr class="eq"><td class="ln">2546</td><td class="code"> if (m_NavPointFacing &lt;= -10){</td><td class="ln">2546</td><td class="code"> if (m_NavPointFacing &lt;= -10){</td></tr>
<tr class="eq"><td class="ln">2547</td><td class="code"> mfd_device.DrawTexture(520+4,140,0xFFFFFFFF,3,54+256,39,81+256);</td><td class="ln">2547</td><td class="code"> mfd_device.DrawTexture(520+4,140,0xFFFFFFFF,3,54+256,39,81+256);</td></tr>
<tr class="eq"><td class="ln">2548</td><td class="code"> hsh_textpos=520;</td><td class="ln">2548</td><td class="code"> hsh_textpos=520;</td></tr>
<tr><td colspan="4" class="hunk">... 3 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2552</td><td class="code"> }</td><td class="ln">2552</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2553</td><td class="code"> }</td><td class="ln">2553</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2554</td><td class="code"></td><td class="ln">2554</td><td class="code"></td></tr>
<tr><td class="ln del">2555</td><td class="del code"> //목표 이름과 거리(텍스트) 그리기.</td><td class="ln add">2555</td><td class="add code"> //Draw objective name and distance (text).</td></tr>
<tr class="eq"><td class="ln">2556</td><td class="code"> mfd_device.pFont[0].DrawText(hsh_textpos,140+26,0xFFFFFFFF,m_NavPointName,TEXTALIGN_CENTER);</td><td class="ln">2556</td><td class="code"> mfd_device.pFont[0].DrawText(hsh_textpos,140+26,0xFFFFFFFF,m_NavPointName,TEXTALIGN_CENTER);</td></tr>
<tr class="eq"><td class="ln">2557</td><td class="code"> mfd_device.pFont[0].DrawText(hsh_textpos,140+46,0xFFFFFFFF,m_NavPointRangeText,TEXTALIGN_CENTER);</td><td class="ln">2557</td><td class="code"> mfd_device.pFont[0].DrawText(hsh_textpos,140+46,0xFFFFFFFF,m_NavPointRangeText,TEXTALIGN_CENTER);</td></tr>
<tr class="eq"><td class="ln">2558</td><td class="code"> }</td><td class="ln">2558</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">2559</td><td class="code"> }</td><td class="ln">2559</td><td class="code"> }</td></tr>
<tr><td class="ln del">2560</td><td class="del code"> //반드시.. scroe정보 그리는 루틴을 추가할것..</td><td class="ln add">2560</td><td class="add code"> //Must add routine to draw score info here..</td></tr>
<tr class="eq"><td class="ln">2561</td><td class="code"> {</td><td class="ln">2561</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2562</td><td class="code"> char score[32]={0};</td><td class="ln">2562</td><td class="code"> char score[32]={0};</td></tr>
<tr class="eq"><td class="ln">2563</td><td class="code"> char kills[32]={0};</td><td class="ln">2563</td><td class="code"> char kills[32]={0};</td></tr>
<tr><td colspan="4" class="hunk">... 54 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2618</td><td class="code">}</td><td class="ln">2618</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">2619</td><td class="code">}</td><td class="ln">2619</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">2620</td><td class="code"></td><td class="ln">2620</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/GUIRadarManager.hpp</h2>
<div class="summary">+2 -2 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code"></td><td class="ln">1</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#pragma once</td><td class="ln">2</td><td class="code">#pragma once</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 47 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">51</td><td class="code"> Stuff::Scalar m_TorsoTwist;</td><td class="ln">51</td><td class="code"> Stuff::Scalar m_TorsoTwist;</td></tr>
<tr class="eq"><td class="ln">52</td><td class="code"> int m_RadarMode;</td><td class="ln">52</td><td class="code"> int m_RadarMode;</td></tr>
<tr class="eq"><td class="ln">53</td><td class="code"> stlport::vector&lt;ShotEntry&gt; m_ShotList;</td><td class="ln">53</td><td class="code"> stlport::vector&lt;ShotEntry&gt; m_ShotList;</td></tr>
<tr><td class="ln del">54</td><td class="del code"> //상훈 앞</td><td class="ln add">54</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">55</td><td class="code"> int hsh_fdraw;</td><td class="ln">55</td><td class="code"> int hsh_fdraw;</td></tr>
<tr><td class="ln del">56</td><td class="del code"> //상훈 뒤</td><td class="ln add">56</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">57</td><td class="code"> bool OnShotList (ObjectID who);</td><td class="ln">57</td><td class="code"> bool OnShotList (ObjectID who);</td></tr>
<tr class="eq"><td class="ln">58</td><td class="code"> void ClipLine (Scalar&amp; xpt1,Scalar&amp; ypt1,Scalar&amp; xpt2,Scalar&amp; ypt2,Scalar cx,Scalar cy,Scalar rad);</td><td class="ln">58</td><td class="code"> void ClipLine (Scalar&amp; xpt1,Scalar&amp; ypt1,Scalar&amp; xpt2,Scalar&amp; ypt2,Scalar cx,Scalar cy,Scalar rad);</td></tr>
<tr class="eq"><td class="ln">59</td><td class="code"></td><td class="ln">59</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 196 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">256</td><td class="code"></td><td class="ln">256</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">257</td><td class="code"></td><td class="ln">257</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">258</td><td class="code">}</td><td class="ln">258</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/MW4.cpp</h2>
<div class="summary">+6 -6 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">//===========================================================================//</td><td class="ln">1</td><td class="code">//===========================================================================//</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">// File: MW4.cpp //</td><td class="ln">2</td><td class="code">// File: MW4.cpp //</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">//---------------------------------------------------------------------------//</td><td class="ln">3</td><td class="code">//---------------------------------------------------------------------------//</td></tr>
<tr><td colspan="4" class="hunk">... 117 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">121</td><td class="code">void InitComFuncs (void);</td><td class="ln">121</td><td class="code">void InitComFuncs (void);</td></tr>
<tr class="eq"><td class="ln">122</td><td class="code">void KillComFuncs (void);</td><td class="ln">122</td><td class="code">void KillComFuncs (void);</td></tr>
<tr class="eq"><td class="ln">123</td><td class="code"></td><td class="ln">123</td><td class="code"></td></tr>
<tr><td class="ln del">124</td><td class="del code">// 鉉 - start</td><td class="ln add">124</td><td class="add code">// hyun begin</td></tr>
<tr class="eq"><td class="ln">125</td><td class="code">typedef long LONG;</td><td class="ln">125</td><td class="code">typedef long LONG;</td></tr>
<tr class="eq"><td class="ln">126</td><td class="code">typedef struct DIJOYSTATE {</td><td class="ln">126</td><td class="code">typedef struct DIJOYSTATE {</td></tr>
<tr class="eq"><td class="ln">127</td><td class="code"> LONG lX;</td><td class="ln">127</td><td class="code"> LONG lX;</td></tr>
<tr><td colspan="4" class="hunk">... 13 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">141</td><td class="code">extern void __stdcall RIO_Joy(DIJOYSTATE&amp; js);</td><td class="ln">141</td><td class="code">extern void __stdcall RIO_Joy(DIJOYSTATE&amp; js);</td></tr>
<tr class="eq"><td class="ln">142</td><td class="code">extern void __stdcall RIO_ButEvent(BYTE* by);</td><td class="ln">142</td><td class="code">extern void __stdcall RIO_ButEvent(BYTE* by);</td></tr>
<tr class="eq"><td class="ln">143</td><td class="code"></td><td class="ln">143</td><td class="code"></td></tr>
<tr><td class="ln del">144</td><td class="del code">// 鉉 - end</td><td class="ln add">144</td><td class="add code">// hyun end</td></tr>
<tr class="eq"><td class="ln">145</td><td class="code"></td><td class="ln">145</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">146</td><td class="code">namespace MW4AI</td><td class="ln">146</td><td class="code">namespace MW4AI</td></tr>
<tr class="eq"><td class="ln">147</td><td class="code">{</td><td class="ln">147</td><td class="code">{</td></tr>
<tr><td colspan="4" class="hunk">... 52 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">200</td><td class="code">void</td><td class="ln">200</td><td class="code">void</td></tr>
<tr class="eq"><td class="ln">201</td><td class="code"> MechWarrior4::InitializeClasses(Stuff::NotationFile *startup_ini)</td><td class="ln">201</td><td class="code"> MechWarrior4::InitializeClasses(Stuff::NotationFile *startup_ini)</td></tr>
<tr class="eq"><td class="ln">202</td><td class="code">{</td><td class="ln">202</td><td class="code">{</td></tr>
<tr><td class="ln del">203</td><td class="del code">// 鉉 - start</td><td class="ln add">203</td><td class="add code">// hyun begin</td></tr>
<tr class="eq"><td class="ln">204</td><td class="code"> if (g_bUseOrgJoy)</td><td class="ln">204</td><td class="code"> if (g_bUseOrgJoy)</td></tr>
<tr class="eq"><td class="ln">205</td><td class="code"> g_pfnRIO_Joy = NULL;</td><td class="ln">205</td><td class="code"> g_pfnRIO_Joy = NULL;</td></tr>
<tr class="eq"><td class="ln">206</td><td class="code"> else</td><td class="ln">206</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">207</td><td class="code"> g_pfnRIO_Joy = RIO_Joy;</td><td class="ln">207</td><td class="code"> g_pfnRIO_Joy = RIO_Joy;</td></tr>
<tr class="eq"><td class="ln">208</td><td class="code"> g_pfnRIO_ButtonEvent = RIO_ButEvent;</td><td class="ln">208</td><td class="code"> g_pfnRIO_ButtonEvent = RIO_ButEvent;</td></tr>
<tr><td class="ln del">209</td><td class="del code">// 鉉 - end</td><td class="ln add">209</td><td class="add code">// hyun end</td></tr>
<tr class="eq"><td class="ln">210</td><td class="code"></td><td class="ln">210</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">211</td><td class="code"> Verify(!g_LibraryHeap);</td><td class="ln">211</td><td class="code"> Verify(!g_LibraryHeap);</td></tr>
<tr class="eq"><td class="ln">212</td><td class="code"> g_LibraryHeap = gos_CreateMemoryHeap(&quot;MechWarrior4(All)&quot;);</td><td class="ln">212</td><td class="code"> g_LibraryHeap = gos_CreateMemoryHeap(&quot;MechWarrior4(All)&quot;);</td></tr>
<tr><td colspan="4" class="hunk">... 540 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">753</td><td class="code"> gos_DestroyMemoryHeap(g_LibraryHeap);</td><td class="ln">753</td><td class="code"> gos_DestroyMemoryHeap(g_LibraryHeap);</td></tr>
<tr class="eq"><td class="ln">754</td><td class="code"> g_LibraryHeap = NULL;</td><td class="ln">754</td><td class="code"> g_LibraryHeap = NULL;</td></tr>
<tr class="eq"><td class="ln">755</td><td class="code"></td><td class="ln">755</td><td class="code"></td></tr>
<tr><td class="ln del">756</td><td class="del code">// 鉉 - start</td><td class="ln add">756</td><td class="add code">// hyun begin</td></tr>
<tr class="eq"><td class="ln">757</td><td class="code"> g_pfnRIO_ButtonEvent = NULL;</td><td class="ln">757</td><td class="code"> g_pfnRIO_ButtonEvent = NULL;</td></tr>
<tr class="eq"><td class="ln">758</td><td class="code"> g_pfnRIO_Joy = NULL;</td><td class="ln">758</td><td class="code"> g_pfnRIO_Joy = NULL;</td></tr>
<tr><td class="ln del">759</td><td class="del code">// 鉉 - end</td><td class="ln add">759</td><td class="add code">// hyun end</td></tr>
<tr class="eq"><td class="ln">760</td><td class="code">}</td><td class="ln">760</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/MW4Shell.cpp</h2>
<div class="summary">+4 -4 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;ShellFunctionHeaders.hpp&quot;</td><td class="ln">3</td><td class="code">#include &quot;ShellFunctionHeaders.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 12976 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">12980</td><td class="code"> //}</td><td class="ln">12980</td><td class="code"> //}</td></tr>
<tr class="eq"><td class="ln">12981</td><td class="code"> NetMissionParameters::MWNetMissionParameters* lparams = app-&gt;GetLocalNetParams();</td><td class="ln">12981</td><td class="code"> NetMissionParameters::MWNetMissionParameters* lparams = app-&gt;GetLocalNetParams();</td></tr>
<tr class="eq"><td class="ln">12982</td><td class="code"></td><td class="ln">12982</td><td class="code"></td></tr>
<tr><td class="ln del">12983</td><td class="del code"> lparams-&gt;m_killLimit = 0; // no kill limit - 목표치</td><td class="ln add">12983</td><td class="add code"> lparams-&gt;m_killLimit = 0; // no kill limit - target value</td></tr>
<tr class="eq"><td class="ln">12984</td><td class="code"> lparams-&gt;m_killLimitNumber = 0;</td><td class="ln">12984</td><td class="code"> lparams-&gt;m_killLimitNumber = 0;</td></tr>
<tr><td class="ln del">12985</td><td class="del code"> lparams-&gt;m_respawnLimit = 0; // 생명제한을 둘 것인가?</td><td class="ln add">12985</td><td class="add code"> lparams-&gt;m_respawnLimit = 0; // apply a respawn limit?</td></tr>
<tr><td class="ln del">12986</td><td class="del code"> lparams-&gt;m_respawnLimitNumber = 0; // 생명수</td><td class="ln add">12986</td><td class="add code"> lparams-&gt;m_respawnLimitNumber = 0; // number of lives</td></tr>
<tr class="eq"><td class="ln">12987</td><td class="code"> //params-&gt;m_isNight = params.m_isNight;</td><td class="ln">12987</td><td class="code"> //params-&gt;m_isNight = params.m_isNight;</td></tr>
<tr class="eq"><td class="ln">12988</td><td class="code"> lparams-&gt;m_onlyStockMech = FALSE;</td><td class="ln">12988</td><td class="code"> lparams-&gt;m_onlyStockMech = FALSE;</td></tr>
<tr class="eq"><td class="ln">12989</td><td class="code"> lparams-&gt;m_playMissionReview = 0; // params.m_playMissionReview;</td><td class="ln">12989</td><td class="code"> lparams-&gt;m_playMissionReview = 0; // params.m_playMissionReview;</td></tr>
<tr><td colspan="4" class="hunk">... 260 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">13250</td><td class="code"> int i, nOK, nCount = Network::GetInstance()-&gt;GetPlayerCount();</td><td class="ln">13250</td><td class="code"> int i, nOK, nCount = Network::GetInstance()-&gt;GetPlayerCount();</td></tr>
<tr class="eq"><td class="ln">13251</td><td class="code"></td><td class="ln">13251</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">13252</td><td class="code"> BOOL bOK = FALSE;</td><td class="ln">13252</td><td class="code"> BOOL bOK = FALSE;</td></tr>
<tr><td class="ln del">13253</td><td class="del code"> if (nCount == (g_nTeslas + 1)) { // 모든 클라이언트가 접속이 되어 있을 때...</td><td class="ln add">13253</td><td class="add code"> if (nCount == (g_nTeslas + 1)) { // when all clients are connected...</td></tr>
<tr class="eq"><td class="ln">13254</td><td class="code"> for(nOK = 0, i = 0; i &lt; Maximum_Players; ++i) {</td><td class="ln">13254</td><td class="code"> for(nOK = 0, i = 0; i &lt; Maximum_Players; ++i) {</td></tr>
<tr class="eq"><td class="ln">13255</td><td class="code"> if (i != Connection::Server-&gt;GetID()) {</td><td class="ln">13255</td><td class="code"> if (i != Connection::Server-&gt;GetID()) {</td></tr>
<tr class="eq"><td class="ln">13256</td><td class="code"> const MechWarrior4::ServedConnectionData&amp; scd = app-&gt;servedConnectionData[i];</td><td class="ln">13256</td><td class="code"> const MechWarrior4::ServedConnectionData&amp; scd = app-&gt;servedConnectionData[i];</td></tr>
<tr><td colspan="4" class="hunk">... 1619 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">14876</td><td class="code"></td><td class="ln">14876</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">14877</td><td class="code"> return 1;</td><td class="ln">14877</td><td class="code"> return 1;</td></tr>
<tr class="eq"><td class="ln">14878</td><td class="code">}</td><td class="ln">14878</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/MWApplication.cpp</h2>
<div class="summary">+14 -14 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;MWApplication.hpp&quot;</td><td class="ln">3</td><td class="code">#include &quot;MWApplication.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 226 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">230</td><td class="code">extern bool g_bCOOP; // COin OPeration</td><td class="ln">230</td><td class="code">extern bool g_bCOOP; // COin OPeration</td></tr>
<tr class="eq"><td class="ln">231</td><td class="code">// jcem - end</td><td class="ln">231</td><td class="code">// jcem - end</td></tr>
<tr class="eq"><td class="ln">232</td><td class="code"></td><td class="ln">232</td><td class="code"></td></tr>
<tr><td class="ln del">233</td><td class="del code">// 鉉 - start</td><td class="ln add">233</td><td class="add code">// hyun begin</td></tr>
<tr class="eq"><td class="ln">234</td><td class="code">extern void __stdcall RIO_StartStop (BOOL bStart);</td><td class="ln">234</td><td class="code">extern void __stdcall RIO_StartStop (BOOL bStart);</td></tr>
<tr class="eq"><td class="ln">235</td><td class="code">void COOP_InputMode(bool bRestore);</td><td class="ln">235</td><td class="code">void COOP_InputMode(bool bRestore);</td></tr>
<tr class="eq"><td class="ln">236</td><td class="code">extern int g_bNoPlasma;</td><td class="ln">236</td><td class="code">extern int g_bNoPlasma;</td></tr>
<tr class="eq"><td class="ln">237</td><td class="code">extern void __stdcall PLASMA_Do(int nMode);</td><td class="ln">237</td><td class="code">extern void __stdcall PLASMA_Do(int nMode);</td></tr>
<tr class="eq"><td class="ln">238</td><td class="code">extern void GeneralReset();</td><td class="ln">238</td><td class="code">extern void GeneralReset();</td></tr>
<tr><td class="ln del">239</td><td class="del code">// 鉉 - end</td><td class="ln add">239</td><td class="add code">// hyun end</td></tr>
<tr class="eq"><td class="ln">240</td><td class="code"></td><td class="ln">240</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">241</td><td class="code">extern bool __stdcall gos_NetDoneStartGame();</td><td class="ln">241</td><td class="code">extern bool __stdcall gos_NetDoneStartGame();</td></tr>
<tr class="eq"><td class="ln">242</td><td class="code">extern bool __stdcall PrepareDefaultServerAdvertisers(void);</td><td class="ln">242</td><td class="code">extern bool __stdcall PrepareDefaultServerAdvertisers(void);</td></tr>
<tr><td colspan="4" class="hunk">... 1695 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1938</td><td class="code"> void EndPos (DWORD&amp; x,DWORD&amp; y);</td><td class="ln">1938</td><td class="code"> void EndPos (DWORD&amp; x,DWORD&amp; y);</td></tr>
<tr class="eq"><td class="ln">1939</td><td class="code"> bool Empty (void)</td><td class="ln">1939</td><td class="code"> bool Empty (void)</td></tr>
<tr class="eq"><td class="ln">1940</td><td class="code"> { return (m_Text[0] == 0); }</td><td class="ln">1940</td><td class="code"> { return (m_Text[0] == 0); }</td></tr>
<tr><td class="ln del">1941</td><td class="del code"> //상훈 앞</td><td class="ln add">1941</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">1942</td><td class="code"> const char *hsh_get_m_Text(){return &amp;m_Text[0];}</td><td class="ln">1942</td><td class="code"> const char *hsh_get_m_Text(){return &amp;m_Text[0];}</td></tr>
<tr><td class="ln del">1943</td><td class="del code"> //상훈 뒤</td><td class="ln add">1943</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">1944</td><td class="code">};</td><td class="ln">1944</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">1945</td><td class="code"></td><td class="ln">1945</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1946</td><td class="code">TextBox::TextBox (const char* pcszFontName, int nFontSize/* = -11*/, bool oldmode/* = false*/)</td><td class="ln">1946</td><td class="code">TextBox::TextBox (const char* pcszFontName, int nFontSize/* = -11*/, bool oldmode/* = false*/)</td></tr>
<tr><td colspan="4" class="hunk">... 1624 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3571</td><td class="code"> }</td><td class="ln">3571</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">3572</td><td class="code"> Environment.DoGameLogic = &amp;MWApplication::DoGameLogic;</td><td class="ln">3572</td><td class="code"> Environment.DoGameLogic = &amp;MWApplication::DoGameLogic;</td></tr>
<tr class="eq"><td class="ln">3573</td><td class="code"> }</td><td class="ln">3573</td><td class="code"> }</td></tr>
<tr><td class="ln del">3574</td><td class="del code"> // 鉉 - start</td><td class="ln add">3574</td><td class="add code"> // hyun begin</td></tr>
<tr class="eq"><td class="ln">3575</td><td class="code"> RIO_StartStop (TRUE);</td><td class="ln">3575</td><td class="code"> RIO_StartStop (TRUE);</td></tr>
<tr><td class="ln del">3576</td><td class="del code"> // 鉉 - end</td><td class="ln add">3576</td><td class="add code"> // hyun end</td></tr>
<tr class="eq"><td class="ln">3577</td><td class="code"></td><td class="ln">3577</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3578</td><td class="code"> g_MRF.Started(); // jcem</td><td class="ln">3578</td><td class="code"> g_MRF.Started(); // jcem</td></tr>
<tr class="eq"><td class="ln">3579</td><td class="code"> g_RSF.Started(); // jcem</td><td class="ln">3579</td><td class="code"> g_RSF.Started(); // jcem</td></tr>
<tr><td colspan="4" class="hunk">... 116 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3696</td><td class="code"> g_RSF.Stopping(); // jcem</td><td class="ln">3696</td><td class="code"> g_RSF.Stopping(); // jcem</td></tr>
<tr class="eq"><td class="ln">3697</td><td class="code"></td><td class="ln">3697</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3698</td><td class="code"> ClearTOC();</td><td class="ln">3698</td><td class="code"> ClearTOC();</td></tr>
<tr><td class="ln del">3699</td><td class="del code"> // 鉉 - start</td><td class="ln add">3699</td><td class="add code"> // hyun begin</td></tr>
<tr class="eq"><td class="ln">3700</td><td class="code"> RIO_StartStop (FALSE);</td><td class="ln">3700</td><td class="code"> RIO_StartStop (FALSE);</td></tr>
<tr><td class="ln del">3701</td><td class="del code"> // 鉉 - end</td><td class="ln add">3701</td><td class="add code"> // hyun end</td></tr>
<tr class="eq"><td class="ln">3702</td><td class="code"> if (CTCL_IsConsoleX()) {</td><td class="ln">3702</td><td class="code"> if (CTCL_IsConsoleX()) {</td></tr>
<tr class="eq"><td class="ln">3703</td><td class="code"> CTCL_SetGameState(_EGS_Closing);</td><td class="ln">3703</td><td class="code"> CTCL_SetGameState(_EGS_Closing);</td></tr>
<tr class="eq"><td class="ln">3704</td><td class="code"> }</td><td class="ln">3704</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 165 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3870</td><td class="code"> g_RSF.Stopping(); // jcem</td><td class="ln">3870</td><td class="code"> g_RSF.Stopping(); // jcem</td></tr>
<tr class="eq"><td class="ln">3871</td><td class="code"></td><td class="ln">3871</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3872</td><td class="code"> ClearTOC();</td><td class="ln">3872</td><td class="code"> ClearTOC();</td></tr>
<tr><td class="ln del">3873</td><td class="del code"> // 鉉 - start</td><td class="ln add">3873</td><td class="add code"> // hyun begin</td></tr>
<tr class="eq"><td class="ln">3874</td><td class="code"> RIO_StartStop (FALSE);</td><td class="ln">3874</td><td class="code"> RIO_StartStop (FALSE);</td></tr>
<tr><td class="ln del">3875</td><td class="del code"> // 鉉 - end</td><td class="ln add">3875</td><td class="add code"> // hyun end</td></tr>
<tr class="eq"><td class="ln">3876</td><td class="code"> if (CTCL_IsConsoleX()) {</td><td class="ln">3876</td><td class="code"> if (CTCL_IsConsoleX()) {</td></tr>
<tr class="eq"><td class="ln">3877</td><td class="code"> CTCL_SetGameState(_EGS_Closing);</td><td class="ln">3877</td><td class="code"> CTCL_SetGameState(_EGS_Closing);</td></tr>
<tr class="eq"><td class="ln">3878</td><td class="code"> }</td><td class="ln">3878</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 14556 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">18435</td><td class="code"> // $$COOP: see void CSOC_Client::OnReadyStartGame()</td><td class="ln">18435</td><td class="code"> // $$COOP: see void CSOC_Client::OnReadyStartGame()</td></tr>
<tr class="eq"><td class="ln">18436</td><td class="code"> // C_ReadyStartGame</td><td class="ln">18436</td><td class="code"> // C_ReadyStartGame</td></tr>
<tr class="eq"><td class="ln">18437</td><td class="code"></td><td class="ln">18437</td><td class="code"></td></tr>
<tr><td class="ln del">18438</td><td class="del code"> g_nTeslas = 0; // 싱글 게임</td><td class="ln add">18438</td><td class="add code"> g_nTeslas = 0; // single player game</td></tr>
<tr class="eq"><td class="ln">18439</td><td class="code"> g_nBOTs = 7;</td><td class="ln">18439</td><td class="code"> g_nBOTs = 7;</td></tr>
<tr class="eq"><td class="ln">18440</td><td class="code"> g_nPlayerInfos = 1 + g_nBOTs + g_nTeslas;</td><td class="ln">18440</td><td class="code"> g_nPlayerInfos = 1 + g_nBOTs + g_nTeslas;</td></tr>
<tr class="eq"><td class="ln">18441</td><td class="code"> g_bIsServer = TRUE;</td><td class="ln">18441</td><td class="code"> g_bIsServer = TRUE;</td></tr>
<tr><td colspan="4" class="hunk">... 81 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">18523</td><td class="code">// MSL ADD MECH</td><td class="ln">18523</td><td class="code">// MSL ADD MECH</td></tr>
<tr class="eq"><td class="ln">18524</td><td class="code"> PI.m_nMechIndex = -1;</td><td class="ln">18524</td><td class="code"> PI.m_nMechIndex = -1;</td></tr>
<tr class="eq"><td class="ln">18525</td><td class="code">//*</td><td class="ln">18525</td><td class="code">//*</td></tr>
<tr><td class="ln del">18526</td><td class="del code">// 각 메크에 대한 정보는 MechIndex를 참조함</td><td class="ln add">18526</td><td class="add code">// See MechIndex for each mech&#x27;s info</td></tr>
<tr class="eq"><td class="ln">18527</td><td class="code"> PI.m_fileID = 0;</td><td class="ln">18527</td><td class="code"> PI.m_fileID = 0;</td></tr>
<tr class="eq"><td class="ln">18528</td><td class="code"> PI.m_recordID = 0;</td><td class="ln">18528</td><td class="code"> PI.m_recordID = 0;</td></tr>
<tr class="eq"><td class="ln">18529</td><td class="code"> strcpy(PI.m_szMech, s_paMechNames[11]); // Madcat</td><td class="ln">18529</td><td class="code"> strcpy(PI.m_szMech, s_paMechNames[11]); // Madcat</td></tr>
<tr class="eq"><td class="ln">18530</td><td class="code"> strcpy(PI.m_szMech, &quot;$Yellow&quot;);</td><td class="ln">18530</td><td class="code"> strcpy(PI.m_szMech, &quot;$Yellow&quot;);</td></tr>
<tr class="eq"><td class="ln">18531</td><td class="code">//*/</td><td class="ln">18531</td><td class="code">//*/</td></tr>
<tr><td class="ln del">18532</td><td class="del code"> PI.m_nTeamOrSkin = 1; // 빨강</td><td class="ln add">18532</td><td class="add code"> PI.m_nTeamOrSkin = 1; // red</td></tr>
<tr class="eq"><td class="ln">18533</td><td class="code"> PI.m_nDecal = 1; // nDecal;</td><td class="ln">18533</td><td class="code"> PI.m_nDecal = 1; // nDecal;</td></tr>
<tr class="eq"><td class="ln">18534</td><td class="code"> PI.m_dwAddr = 0; // dwAddr;</td><td class="ln">18534</td><td class="code"> PI.m_dwAddr = 0; // dwAddr;</td></tr>
<tr class="eq"><td class="ln">18535</td><td class="code"> g_nPrintOut = FALSE;</td><td class="ln">18535</td><td class="code"> g_nPrintOut = FALSE;</td></tr>
<tr><td colspan="4" class="hunk">... 40 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">18576</td><td class="code"> strcpy(PI.m_szName, s_pNames[aLBN[2][i - 1]]);</td><td class="ln">18576</td><td class="code"> strcpy(PI.m_szName, s_pNames[aLBN[2][i - 1]]);</td></tr>
<tr class="eq"><td class="ln">18577</td><td class="code"> PI.m_nMechIndex = -1;</td><td class="ln">18577</td><td class="code"> PI.m_nMechIndex = -1;</td></tr>
<tr class="eq"><td class="ln">18578</td><td class="code"> //*</td><td class="ln">18578</td><td class="code"> //*</td></tr>
<tr><td class="ln del">18579</td><td class="del code"> //각 메크에 대한 정보는 MechIndex를 참조함</td><td class="ln add">18579</td><td class="add code"> //See MechIndex for each mech&#x27;s info</td></tr>
<tr class="eq"><td class="ln">18580</td><td class="code"> PI.m_fileID = 0;</td><td class="ln">18580</td><td class="code"> PI.m_fileID = 0;</td></tr>
<tr class="eq"><td class="ln">18581</td><td class="code"> PI.m_recordID = 0;</td><td class="ln">18581</td><td class="code"> PI.m_recordID = 0;</td></tr>
<tr class="eq"><td class="ln">18582</td><td class="code"> /*if (i == 1)</td><td class="ln">18582</td><td class="code"> /*if (i == 1)</td></tr>
<tr><td colspan="4" class="hunk">... 52 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">18635</td><td class="code"> }</td><td class="ln">18635</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">18636</td><td class="code"> }</td><td class="ln">18636</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">18637</td><td class="code">}</td><td class="ln">18637</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/MWGUIManager.cpp</h2>
<div class="summary">+7 -7 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr><td class="ln del">3</td><td class="del code">//상훈 앞</td><td class="ln add">3</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">4</td><td class="code">#include &quot;MWVideoRenderer.hpp&quot;</td><td class="ln">4</td><td class="code">#include &quot;MWVideoRenderer.hpp&quot;</td></tr>
<tr><td class="ln del">5</td><td class="del code">//상훈 뒤</td><td class="ln add">5</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">6</td><td class="code">#include &quot;MWGUIManager.hpp&quot;</td><td class="ln">6</td><td class="code">#include &quot;MWGUIManager.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">7</td><td class="code">#include &quot;GUIWeaponManager.hpp&quot;</td><td class="ln">7</td><td class="code">#include &quot;GUIWeaponManager.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">8</td><td class="code">#include &quot;GUIRadarManager.hpp&quot;</td><td class="ln">8</td><td class="code">#include &quot;GUIRadarManager.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 1545 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1554</td><td class="code"> (*iter)-&gt;Draw ();</td><td class="ln">1554</td><td class="code"> (*iter)-&gt;Draw ();</td></tr>
<tr class="eq"><td class="ln">1555</td><td class="code"> }</td><td class="ln">1555</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1556</td><td class="code"> }else{</td><td class="ln">1556</td><td class="code"> }else{</td></tr>
<tr><td class="ln del">1557</td><td class="del code"> //상훈... 셧다운 중일때..</td><td class="ln add">1557</td><td class="add code"> //sanghoon: while shutting down..</td></tr>
<tr class="eq"><td class="ln">1558</td><td class="code"> for (iter = m_Components.begin ();iter != m_Components.end ();iter++)</td><td class="ln">1558</td><td class="code"> for (iter = m_Components.begin ();iter != m_Components.end ();iter++)</td></tr>
<tr class="eq"><td class="ln">1559</td><td class="code"> {</td><td class="ln">1559</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">1560</td><td class="code"> //Main hudZoom,//hudReticle,hudObjective,hudTorsoBar,hudHelp,hudScore</td><td class="ln">1560</td><td class="code"> //Main hudZoom,//hudReticle,hudObjective,hudTorsoBar,hudHelp,hudScore</td></tr>
<tr><td colspan="4" class="hunk">... 36 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1597</td><td class="code"> }</td><td class="ln">1597</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1598</td><td class="code"> else</td><td class="ln">1598</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">1599</td><td class="code"> {</td><td class="ln">1599</td><td class="code"> {</td></tr>
<tr><td class="ln del">1600</td><td class="del code"> //상훈-앞</td><td class="ln add">1600</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">1601</td><td class="code"> extern CamerashipParams g_CamerashipParams;</td><td class="ln">1601</td><td class="code"> extern CamerashipParams g_CamerashipParams;</td></tr>
<tr class="eq"><td class="ln">1602</td><td class="code"> if (CTCL_IsConsoleX() || g_CamerashipParams.m_bAllowChatDisplay)</td><td class="ln">1602</td><td class="code"> if (CTCL_IsConsoleX() || g_CamerashipParams.m_bAllowChatDisplay)</td></tr>
<tr class="eq"><td class="ln">1603</td><td class="code"> hudChat-&gt;Draw (true);</td><td class="ln">1603</td><td class="code"> hudChat-&gt;Draw (true);</td></tr>
<tr><td class="ln del">1604</td><td class="del code"> //상훈-뒤</td><td class="ln add">1604</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">1605</td><td class="code"> hudScore-&gt;Draw (true);</td><td class="ln">1605</td><td class="code"> hudScore-&gt;Draw (true);</td></tr>
<tr class="eq"><td class="ln">1606</td><td class="code"> hudCamera-&gt;Draw(true);</td><td class="ln">1606</td><td class="code"> hudCamera-&gt;Draw(true);</td></tr>
<tr class="eq"><td class="ln">1607</td><td class="code"> }</td><td class="ln">1607</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1612</td><td class="code"> gos_PopRenderStates ();</td><td class="ln">1612</td><td class="code"> gos_PopRenderStates ();</td></tr>
<tr class="eq"><td class="ln">1613</td><td class="code"></td><td class="ln">1613</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1614</td><td class="code"></td><td class="ln">1614</td><td class="code"></td></tr>
<tr><td class="ln del">1615</td><td class="del code">//상훈 앞</td><td class="ln add">1615</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">1616</td><td class="code"> MWApplication* app = MWApplication::GetInstance();</td><td class="ln">1616</td><td class="code"> MWApplication* app = MWApplication::GetInstance();</td></tr>
<tr class="eq"><td class="ln">1617</td><td class="code"> if (app-&gt;networkingFlag)</td><td class="ln">1617</td><td class="code"> if (app-&gt;networkingFlag)</td></tr>
<tr class="eq"><td class="ln">1618</td><td class="code"> {</td><td class="ln">1618</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 29 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1648</td><td class="code"> }</td><td class="ln">1648</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1649</td><td class="code"> }</td><td class="ln">1649</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1650</td><td class="code"> }</td><td class="ln">1650</td><td class="code"> }</td></tr>
<tr><td class="ln del">1651</td><td class="del code">//상훈 뒤</td><td class="ln add">1651</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">1652</td><td class="code">}</td><td class="ln">1652</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1653</td><td class="code"></td><td class="ln">1653</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1654</td><td class="code">void MWGUIManager::ShowHelpArrow (bool value)</td><td class="ln">1654</td><td class="code">void MWGUIManager::ShowHelpArrow (bool value)</td></tr>
<tr><td colspan="4" class="hunk">... 378 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2033</td><td class="code"> return NULL;</td><td class="ln">2033</td><td class="code"> return NULL;</td></tr>
<tr class="eq"><td class="ln">2034</td><td class="code">}</td><td class="ln">2034</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">2035</td><td class="code"></td><td class="ln">2035</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/MWMission.hpp</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">//===========================================================================//</td><td class="ln">1</td><td class="code">//===========================================================================//</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">// File: SRMission.hpp //</td><td class="ln">2</td><td class="code">// File: SRMission.hpp //</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">//---------------------------------------------------------------------------//</td><td class="ln">3</td><td class="code">//---------------------------------------------------------------------------//</td></tr>
<tr><td colspan="4" class="hunk">... 586 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">590</td><td class="code"> return (m_EndMissionTimer.Running());</td><td class="ln">590</td><td class="code"> return (m_EndMissionTimer.Running());</td></tr>
<tr class="eq"><td class="ln">591</td><td class="code"> }</td><td class="ln">591</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">592</td><td class="code"></td><td class="ln">592</td><td class="code"></td></tr>
<tr><td class="ln del">593</td><td class="del code"> //상훈</td><td class="ln add">593</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">594</td><td class="code"> Stuff::Scalar GetMissionDuration ()</td><td class="ln">594</td><td class="code"> Stuff::Scalar GetMissionDuration ()</td></tr>
<tr class="eq"><td class="ln">595</td><td class="code"> {</td><td class="ln">595</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">596</td><td class="code"> if (!m_EndMissionTimer.Running ())</td><td class="ln">596</td><td class="code"> if (!m_EndMissionTimer.Running ())</td></tr>
<tr><td colspan="4" class="hunk">... 213 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">810</td><td class="code"> };</td><td class="ln">810</td><td class="code"> };</td></tr>
<tr class="eq"><td class="ln">811</td><td class="code">}</td><td class="ln">811</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">812</td><td class="code"></td><td class="ln">812</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/Mech.cpp</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">//===========================================================================//</td><td class="ln">1</td><td class="code">//===========================================================================//</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">// File: Mech.cpp</td><td class="ln">2</td><td class="code">// File: Mech.cpp</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">//---------------------------------------------------------------------------//</td><td class="ln">3</td><td class="code">//---------------------------------------------------------------------------//</td></tr>
<tr><td colspan="4" class="hunk">... 3950 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3954</td><td class="code"> g_HUDPPCLevel = 10;</td><td class="ln">3954</td><td class="code"> g_HUDPPCLevel = 10;</td></tr>
<tr class="eq"><td class="ln">3955</td><td class="code"> }</td><td class="ln">3955</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">3956</td><td class="code"></td><td class="ln">3956</td><td class="code"></td></tr>
<tr><td class="ln del">3957</td><td class="del code">//상훈</td><td class="ln add">3957</td><td class="add code">//sanghoon</td></tr>
<tr class="eq"><td class="ln">3958</td><td class="code">//extern bool sh_isdeathmode;</td><td class="ln">3958</td><td class="code">//extern bool sh_isdeathmode;</td></tr>
<tr class="eq"><td class="ln">3959</td><td class="code"> //Are we ejecting?</td><td class="ln">3959</td><td class="code"> //Are we ejecting?</td></tr>
<tr class="eq"><td class="ln">3960</td><td class="code"> if (m_NeedEject)</td><td class="ln">3960</td><td class="code"> if (m_NeedEject)</td></tr>
<tr><td colspan="4" class="hunk">... 6270 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">10231</td><td class="code"> }</td><td class="ln">10231</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10232</td><td class="code">}</td><td class="ln">10232</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">10233</td><td class="code"></td><td class="ln">10233</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/VehicleInterface.cpp</h2>
<div class="summary">+94 -94 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">//===========================================================================//</td><td class="ln">1</td><td class="code">//===========================================================================//</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">// File: VehicleInterface.cpp</td><td class="ln">2</td><td class="code">// File: VehicleInterface.cpp</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">//---------------------------------------------------------------------------//</td><td class="ln">3</td><td class="code">//---------------------------------------------------------------------------//</td></tr>
<tr><td colspan="4" class="hunk">... 9 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">13</td><td class="code">// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //</td><td class="ln">13</td><td class="code">// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //</td></tr>
<tr class="eq"><td class="ln">14</td><td class="code">//===========================================================================//</td><td class="ln">14</td><td class="code">//===========================================================================//</td></tr>
<tr class="eq"><td class="ln">15</td><td class="code"></td><td class="ln">15</td><td class="code"></td></tr>
<tr><td class="ln del">16</td><td class="del code">// 鉉 - start</td><td class="ln add">16</td><td class="add code">// hyun begin</td></tr>
<tr class="eq"><td class="ln">17</td><td class="code">#include &quot;MW4.hpp&quot;</td><td class="ln">17</td><td class="code">#include &quot;MW4.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">18</td><td class="code">#include &quot;Vehicle.hpp&quot;</td><td class="ln">18</td><td class="code">#include &quot;Vehicle.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">19</td><td class="code">#include &quot;MechAnimationState.hpp&quot;</td><td class="ln">19</td><td class="code">#include &quot;MechAnimationState.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">22</td><td class="code">#include &quot;SpringOf.hpp&quot;</td><td class="ln">22</td><td class="code">#include &quot;SpringOf.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">23</td><td class="code">#include &quot;MechLabHeaders.h&quot;</td><td class="ln">23</td><td class="code">#include &quot;MechLabHeaders.h&quot;</td></tr>
<tr class="eq"><td class="ln">24</td><td class="code">#include &lt;Stuff\Spline.hpp&gt;</td><td class="ln">24</td><td class="code">#include &lt;Stuff\Spline.hpp&gt;</td></tr>
<tr><td class="ln del">25</td><td class="del code">// 鉉 - end</td><td class="ln add">25</td><td class="add code">// hyun end</td></tr>
<tr class="eq"><td class="ln">26</td><td class="code"></td><td class="ln">26</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">27</td><td class="code"></td><td class="ln">27</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">28</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td><td class="ln">28</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 36 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">65</td><td class="code">#include &quot;EyePointManager.hpp&quot;</td><td class="ln">65</td><td class="code">#include &quot;EyePointManager.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">66</td><td class="code">#include &quot;mw4shell.hpp&quot;</td><td class="ln">66</td><td class="code">#include &quot;mw4shell.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">67</td><td class="code">#include &quot;NavPoint.hpp&quot;</td><td class="ln">67</td><td class="code">#include &quot;NavPoint.hpp&quot;</td></tr>
<tr><td class="ln del">68</td><td class="del code">//상훈 앞</td><td class="ln add">68</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">69</td><td class="code">#include &quot;MWVideoRenderer.hpp&quot;</td><td class="ln">69</td><td class="code">#include &quot;MWVideoRenderer.hpp&quot;</td></tr>
<tr><td class="ln del">70</td><td class="del code">//상훈 뒤</td><td class="ln add">70</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">71</td><td class="code"></td><td class="ln">71</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">72</td><td class="code">#include &lt;Adept\CollisionGrid.hpp&gt;</td><td class="ln">72</td><td class="code">#include &lt;Adept\CollisionGrid.hpp&gt;</td></tr>
<tr class="eq"><td class="ln">73</td><td class="code">#include &lt;Adept\Controls.hpp&gt;</td><td class="ln">73</td><td class="code">#include &lt;Adept\Controls.hpp&gt;</td></tr>
<tr><td colspan="4" class="hunk">... 27 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">101</td><td class="code">#include &lt;mbstring.h&gt;</td><td class="ln">101</td><td class="code">#include &lt;mbstring.h&gt;</td></tr>
<tr class="eq"><td class="ln">102</td><td class="code">#define __mbsrchr(s,c) (char*)_mbsrchr((const unsigned char*)(s),(c))</td><td class="ln">102</td><td class="code">#define __mbsrchr(s,c) (char*)_mbsrchr((const unsigned char*)(s),(c))</td></tr>
<tr class="eq"><td class="ln">103</td><td class="code"></td><td class="ln">103</td><td class="code"></td></tr>
<tr><td class="ln del">104</td><td class="del code">// 鉉 - start</td><td class="ln add">104</td><td class="add code">// hyun begin</td></tr>
<tr class="eq"><td class="ln">105</td><td class="code">#include &lt;windows.h&gt;</td><td class="ln">105</td><td class="code">#include &lt;windows.h&gt;</td></tr>
<tr class="eq"><td class="ln">106</td><td class="code"></td><td class="ln">106</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">107</td><td class="code">#include &quot;ctcls.h&quot;</td><td class="ln">107</td><td class="code">#include &quot;ctcls.h&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 100 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">208</td><td class="code">float g_fTimeMsgSender = 1.5f;</td><td class="ln">208</td><td class="code">float g_fTimeMsgSender = 1.5f;</td></tr>
<tr class="eq"><td class="ln">209</td><td class="code">float g_fTimeScoringAtEnd = 10.0f;</td><td class="ln">209</td><td class="code">float g_fTimeScoringAtEnd = 10.0f;</td></tr>
<tr class="eq"><td class="ln">210</td><td class="code">Mech* FindNextMechToFollowByScore(Mech* pCur); // jcem</td><td class="ln">210</td><td class="code">Mech* FindNextMechToFollowByScore(Mech* pCur); // jcem</td></tr>
<tr><td class="ln del">211</td><td class="del code">// 鉉 - end</td><td class="ln add">211</td><td class="add code">// hyun end</td></tr>
<tr class="eq"><td class="ln">212</td><td class="code"></td><td class="ln">212</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">213</td><td class="code">CamerashipParams g_CamerashipParams;</td><td class="ln">213</td><td class="code">CamerashipParams g_CamerashipParams;</td></tr>
<tr class="eq"><td class="ln">214</td><td class="code"></td><td class="ln">214</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 2070 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2285</td><td class="code"> if (MWGUIManager::GetInstance () &amp;&amp; IsObserving(true))</td><td class="ln">2285</td><td class="code"> if (MWGUIManager::GetInstance () &amp;&amp; IsObserving(true))</td></tr>
<tr class="eq"><td class="ln">2286</td><td class="code"> {</td><td class="ln">2286</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2287</td><td class="code"> Check_Object(MWGUIManager::GetInstance());</td><td class="ln">2287</td><td class="code"> Check_Object(MWGUIManager::GetInstance());</td></tr>
<tr><td class="ln del">2288</td><td class="del code"> //상훈</td><td class="ln add">2288</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">2289</td><td class="code"> if (!CTCL_IsConsoleX() &amp;&amp; !g_CamerashipParams.m_bAllowChatDisplay) {</td><td class="ln">2289</td><td class="code"> if (!CTCL_IsConsoleX() &amp;&amp; !g_CamerashipParams.m_bAllowChatDisplay) {</td></tr>
<tr class="eq"><td class="ln">2290</td><td class="code"> HUDChat *chat;</td><td class="ln">2290</td><td class="code"> HUDChat *chat;</td></tr>
<tr class="eq"><td class="ln">2291</td><td class="code"> chat = Cast_Object (HUDChat *,MWGUIManager::GetInstance ()-&gt;Component (MWGUIManager::HUD_CHAT));</td><td class="ln">2291</td><td class="code"> chat = Cast_Object (HUDChat *,MWGUIManager::GetInstance ()-&gt;Component (MWGUIManager::HUD_CHAT));</td></tr>
<tr><td colspan="4" class="hunk">... 1489 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3781</td><td class="code"> }</td><td class="ln">3781</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">3782</td><td class="code"> else if (controlPacket.lookCommand == AnalogControlSave::LookBack)</td><td class="ln">3782</td><td class="code"> else if (controlPacket.lookCommand == AnalogControlSave::LookBack)</td></tr>
<tr class="eq"><td class="ln">3783</td><td class="code"> {</td><td class="ln">3783</td><td class="code"> {</td></tr>
<tr><td class="ln del">3784</td><td class="del code"> //상훈</td><td class="ln add">3784</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">3785</td><td class="code"> ShowHUDIfOn(true);</td><td class="ln">3785</td><td class="code"> ShowHUDIfOn(true);</td></tr>
<tr class="eq"><td class="ln">3786</td><td class="code"> //MWGUIManager::GetInstance()-&gt;HideHudComponent (HUD_TARGETARROW);</td><td class="ln">3786</td><td class="code"> //MWGUIManager::GetInstance()-&gt;HideHudComponent (HUD_TARGETARROW);</td></tr>
<tr class="eq"><td class="ln">3787</td><td class="code"> //ShowHUDIfOn(false);</td><td class="ln">3787</td><td class="code"> //ShowHUDIfOn(false);</td></tr>
<tr><td class="ln del">3788</td><td class="del code"> //상훈</td><td class="ln add">3788</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">3789</td><td class="code">// MSL 5.04 Rear Firing Weapons</td><td class="ln">3789</td><td class="code">// MSL 5.04 Rear Firing Weapons</td></tr>
<tr class="eq"><td class="ln">3790</td><td class="code">// ShowStatic(cameraView == InMechCameraView);</td><td class="ln">3790</td><td class="code">// ShowStatic(cameraView == InMechCameraView);</td></tr>
<tr class="eq"><td class="ln">3791</td><td class="code"> ShowStatic(true);</td><td class="ln">3791</td><td class="code"> ShowStatic(true);</td></tr>
<tr><td colspan="4" class="hunk">... 1176 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">4968</td><td class="code"> Scalar fT = gos_GetElapsedTime();</td><td class="ln">4968</td><td class="code"> Scalar fT = gos_GetElapsedTime();</td></tr>
<tr class="eq"><td class="ln">4969</td><td class="code"> if ((fT - g_fLastScoringTimeCechk) &gt;= CAMERASHIP_SCORING_CHECK) {</td><td class="ln">4969</td><td class="code"> if ((fT - g_fLastScoringTimeCechk) &gt;= CAMERASHIP_SCORING_CHECK) {</td></tr>
<tr class="eq"><td class="ln">4970</td><td class="code"> g_fLastScoringTimeCechk = fT;</td><td class="ln">4970</td><td class="code"> g_fLastScoringTimeCechk = fT;</td></tr>
<tr><td class="ln del">4971</td><td class="del code">//상훈</td><td class="ln add">4971</td><td class="add code">//sanghoon</td></tr>
<tr class="eq"><td class="ln">4972</td><td class="code"> if (Application::GetInstance()-&gt;networkingFlag)</td><td class="ln">4972</td><td class="code"> if (Application::GetInstance()-&gt;networkingFlag)</td></tr>
<tr class="eq"><td class="ln">4973</td><td class="code"> {</td><td class="ln">4973</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">4974</td><td class="code"> bool bNearEnd = false;</td><td class="ln">4974</td><td class="code"> bool bNearEnd = false;</td></tr>
<tr><td colspan="4" class="hunk">... 403 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">5378</td><td class="code"> if ((m_curView == STATE_DEATH_SEQUENCE_START) || (m_curView == STATE_DEATH_SEQUENCE_TRANS)) {</td><td class="ln">5378</td><td class="code"> if ((m_curView == STATE_DEATH_SEQUENCE_START) || (m_curView == STATE_DEATH_SEQUENCE_TRANS)) {</td></tr>
<tr class="eq"><td class="ln">5379</td><td class="code"> bool bStateEnded = false;</td><td class="ln">5379</td><td class="code"> bool bStateEnded = false;</td></tr>
<tr class="eq"><td class="ln">5380</td><td class="code"> if (m_pMechDying != pMech) {</td><td class="ln">5380</td><td class="code"> if (m_pMechDying != pMech) {</td></tr>
<tr><td class="ln del">5381</td><td class="del code"> // 죽는 도중에 타겟이 바뀐 경우</td><td class="ln add">5381</td><td class="add code"> // Case where target changes while dying</td></tr>
<tr class="eq"><td class="ln">5382</td><td class="code"> ClearFixedPoint();</td><td class="ln">5382</td><td class="code"> ClearFixedPoint();</td></tr>
<tr class="eq"><td class="ln">5383</td><td class="code"> m_fTimeStateEnd = fMT + g_CamerashipParams.m_fTimeStandard;</td><td class="ln">5383</td><td class="code"> m_fTimeStateEnd = fMT + g_CamerashipParams.m_fTimeStandard;</td></tr>
<tr class="eq"><td class="ln">5384</td><td class="code"> m_pMechDying = m_pEnemy = NULL;</td><td class="ln">5384</td><td class="code"> m_pMechDying = m_pEnemy = NULL;</td></tr>
<tr><td colspan="4" class="hunk">... 34 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">5419</td><td class="code"> }</td><td class="ln">5419</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">5420</td><td class="code"> if ((m_pEnemy != m_pMechDying) &amp;&amp; m_pEnemy-&gt;IsDestroyed()) {</td><td class="ln">5420</td><td class="code"> if ((m_pEnemy != m_pMechDying) &amp;&amp; m_pEnemy-&gt;IsDestroyed()) {</td></tr>
<tr class="eq"><td class="ln">5421</td><td class="code"> if (m_curView == STATE_DEATH_SEQUENCE_START) {</td><td class="ln">5421</td><td class="code"> if (m_curView == STATE_DEATH_SEQUENCE_START) {</td></tr>
<tr><td class="ln del">5422</td><td class="del code"> // 죽음을 보여주는 도중에 상대방이 죽은 경우...</td><td class="ln add">5422</td><td class="add code"> // Case where opponent dies while death animation is playing...</td></tr>
<tr class="eq"><td class="ln">5423</td><td class="code"> // move to trans...</td><td class="ln">5423</td><td class="code"> // move to trans...</td></tr>
<tr class="eq"><td class="ln">5424</td><td class="code"> bStateEnded = true;</td><td class="ln">5424</td><td class="code"> bStateEnded = true;</td></tr>
<tr class="eq"><td class="ln">5425</td><td class="code"> }</td><td class="ln">5425</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 2069 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">7495</td><td class="code">// MSL 5.02 Zoom</td><td class="ln">7495</td><td class="code">// MSL 5.02 Zoom</td></tr>
<tr class="eq"><td class="ln">7496</td><td class="code">// m_reticuleCamera-&gt;SetPerspective(near_clip_zoom, far_clip_main + (100.0f * (horizontal_fov_main - horizontal_fov_zoom)), horizontal_fov_zoom, (height_to_width_zoom));</td><td class="ln">7496</td><td class="code">// m_reticuleCamera-&gt;SetPerspective(near_clip_zoom, far_clip_main + (100.0f * (horizontal_fov_main - horizontal_fov_zoom)), horizontal_fov_zoom, (height_to_width_zoom));</td></tr>
<tr class="eq"><td class="ln">7497</td><td class="code"> m_reticuleCamera-&gt;SetPerspective(near_clip_zoom, far_clip_main + (100.0f * (horizontal_fov_main - horizontal_fov_zoom)), horizontal_fov_zoom, (height_to_width_zoom*1.75));</td><td class="ln">7497</td><td class="code"> m_reticuleCamera-&gt;SetPerspective(near_clip_zoom, far_clip_main + (100.0f * (horizontal_fov_main - horizontal_fov_zoom)), horizontal_fov_zoom, (height_to_width_zoom*1.75));</td></tr>
<tr><td class="ln del">7498</td><td class="del code"> //상훈</td><td class="ln add">7498</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">7499</td><td class="code">// float height=(1-g_fZoomMarginLR*2)*800 * height_to_width_zoom/600;</td><td class="ln">7499</td><td class="code">// float height=(1-g_fZoomMarginLR*2)*800 * height_to_width_zoom/600;</td></tr>
<tr class="eq"><td class="ln">7500</td><td class="code">// float tb_margin=(1-height)/2;</td><td class="ln">7500</td><td class="code">// float tb_margin=(1-height)/2;</td></tr>
<tr class="eq"><td class="ln">7501</td><td class="code">// m_reticuleCamera-&gt;SetViewport(1-g_fZoomMarginLR,1-tb_margin, g_fZoomMarginLR, tb_margin);</td><td class="ln">7501</td><td class="code">// m_reticuleCamera-&gt;SetViewport(1-g_fZoomMarginLR,1-tb_margin, g_fZoomMarginLR, tb_margin);</td></tr>
<tr><td colspan="4" class="hunk">... 619 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">8121</td><td class="code"> }</td><td class="ln">8121</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8122</td><td class="code"></td><td class="ln">8122</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">8123</td><td class="code"> //</td><td class="ln">8123</td><td class="code"> //</td></tr>
<tr><td class="ln del">8124</td><td class="del code"> // 鉉 - start</td><td class="ln add">8124</td><td class="add code"> // hyun begin</td></tr>
<tr class="eq"><td class="ln">8125</td><td class="code"></td><td class="ln">8125</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">8126</td><td class="code"> groupWeaponIterator-&gt;ReadAndNext();</td><td class="ln">8126</td><td class="code"> groupWeaponIterator-&gt;ReadAndNext();</td></tr>
<tr class="eq"><td class="ln">8127</td><td class="code"></td><td class="ln">8127</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 7 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">8135</td><td class="code"> BOOL bWeaponGroup3 = (group3FireRequest &gt; 0) &amp;&amp; GetWeaponGroupID (*weapon, 3);</td><td class="ln">8135</td><td class="code"> BOOL bWeaponGroup3 = (group3FireRequest &gt; 0) &amp;&amp; GetWeaponGroupID (*weapon, 3);</td></tr>
<tr class="eq"><td class="ln">8136</td><td class="code"></td><td class="ln">8136</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">8137</td><td class="code"> //</td><td class="ln">8137</td><td class="code"> //</td></tr>
<tr><td class="ln del">8138</td><td class="del code"> // 鉉 - end</td><td class="ln add">8138</td><td class="add code"> // hyun end</td></tr>
<tr class="eq"><td class="ln">8139</td><td class="code"> //</td><td class="ln">8139</td><td class="code"> //</td></tr>
<tr class="eq"><td class="ln">8140</td><td class="code"></td><td class="ln">8140</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">8141</td><td class="code"> num_weapons ++;</td><td class="ln">8141</td><td class="code"> num_weapons ++;</td></tr>
<tr><td colspan="4" class="hunk">... 227 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">8369</td><td class="code"> }</td><td class="ln">8369</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8370</td><td class="code"> }</td><td class="ln">8370</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8371</td><td class="code">*/</td><td class="ln">8371</td><td class="code">*/</td></tr>
<tr><td class="ln del">8372</td><td class="del code"> // fireRequest &gt; 0 (Enter Key : None Used) : 鉉</td><td class="ln add">8372</td><td class="add code"> // fireRequest &gt; 0 (Enter Key : None Used) : hyun</td></tr>
<tr class="eq"><td class="ln">8373</td><td class="code"> if(fireRequest &gt; 0)</td><td class="ln">8373</td><td class="code"> if(fireRequest &gt; 0)</td></tr>
<tr class="eq"><td class="ln">8374</td><td class="code"> {</td><td class="ln">8374</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">8375</td><td class="code"> switch(weaponMode)</td><td class="ln">8375</td><td class="code"> switch(weaponMode)</td></tr>
<tr><td colspan="4" class="hunk">... 145 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">8521</td><td class="code"> Verify(message-&gt;messageID == OverrideAutoCenterToTorsoMessageID);</td><td class="ln">8521</td><td class="code"> Verify(message-&gt;messageID == OverrideAutoCenterToTorsoMessageID);</td></tr>
<tr class="eq"><td class="ln">8522</td><td class="code"></td><td class="ln">8522</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">8523</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">8523</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">8524</td><td class="del code"> g_pRIOMain-&gt;SetLampState (28, LAMP_OFF); // 鉉</td><td class="ln add">8524</td><td class="add code"> g_pRIOMain-&gt;SetLampState (28, LAMP_OFF); // hyun</td></tr>
<tr class="eq"><td class="ln">8525</td><td class="code"> return;</td><td class="ln">8525</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">8526</td><td class="code"> }</td><td class="ln">8526</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8527</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">8527</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">8528</td><td class="code"> {</td><td class="ln">8528</td><td class="code"> {</td></tr>
<tr><td class="ln del">8529</td><td class="del code"> g_pRIOMain-&gt;SetLampState (28, LAMP_BRIGHT); // 鉉</td><td class="ln add">8529</td><td class="add code"> g_pRIOMain-&gt;SetLampState (28, LAMP_BRIGHT); // hyun</td></tr>
<tr class="eq"><td class="ln">8530</td><td class="code"></td><td class="ln">8530</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">8531</td><td class="code"> if (perminateTorsoMode == CenterLegsToTorso)</td><td class="ln">8531</td><td class="code"> if (perminateTorsoMode == CenterLegsToTorso)</td></tr>
<tr class="eq"><td class="ln">8532</td><td class="code"> {</td><td class="ln">8532</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">8539</td><td class="code"> }</td><td class="ln">8539</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8540</td><td class="code"> else</td><td class="ln">8540</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">8541</td><td class="code"> {</td><td class="ln">8541</td><td class="code"> {</td></tr>
<tr><td class="ln del">8542</td><td class="del code"> g_pRIOMain-&gt;SetLampState (28, LAMP_DEFAULT); // 鉉</td><td class="ln add">8542</td><td class="add code"> g_pRIOMain-&gt;SetLampState (28, LAMP_DEFAULT); // hyun</td></tr>
<tr class="eq"><td class="ln">8543</td><td class="code"> }</td><td class="ln">8543</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8544</td><td class="code">}</td><td class="ln">8544</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">8545</td><td class="code"></td><td class="ln">8545</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 112 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">8658</td><td class="code"> }</td><td class="ln">8658</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8659</td><td class="code"> }</td><td class="ln">8659</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8660</td><td class="code"></td><td class="ln">8660</td><td class="code"></td></tr>
<tr><td class="ln del">8661</td><td class="del code"> g_pRIOMain-&gt;SetLampState (17, LAMP_BRIGHT);// 鉉</td><td class="ln add">8661</td><td class="add code"> g_pRIOMain-&gt;SetLampState (17, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">8662</td><td class="code"> }</td><td class="ln">8662</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8663</td><td class="code"> else</td><td class="ln">8663</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">8664</td><td class="code"> {</td><td class="ln">8664</td><td class="code"> {</td></tr>
<tr><td class="ln del">8665</td><td class="del code"> g_pRIOMain-&gt;SetLampState (17, LAMP_DEFAULT);// 鉉</td><td class="ln add">8665</td><td class="add code"> g_pRIOMain-&gt;SetLampState (17, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">8666</td><td class="code"> }</td><td class="ln">8666</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8667</td><td class="code">}</td><td class="ln">8667</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">8668</td><td class="code"></td><td class="ln">8668</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 80 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">8749</td><td class="code"> Verify(message-&gt;messageID == CrouchCommandMessageID);</td><td class="ln">8749</td><td class="code"> Verify(message-&gt;messageID == CrouchCommandMessageID);</td></tr>
<tr class="eq"><td class="ln">8750</td><td class="code"></td><td class="ln">8750</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">8751</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">8751</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">8752</td><td class="del code"> g_pRIOMain-&gt;SetLampState (20, LAMP_OFF);// 鉉</td><td class="ln add">8752</td><td class="add code"> g_pRIOMain-&gt;SetLampState (20, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">8753</td><td class="code"> return;</td><td class="ln">8753</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">8754</td><td class="code"> }</td><td class="ln">8754</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8755</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">8755</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">8756</td><td class="code"> {</td><td class="ln">8756</td><td class="code"> {</td></tr>
<tr><td class="ln del">8757</td><td class="del code"> g_pRIOMain-&gt;SetLampState (20, LAMP_BRIGHT);// 鉉</td><td class="ln add">8757</td><td class="add code"> g_pRIOMain-&gt;SetLampState (20, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">8758</td><td class="code">// if (executionState-&gt;GetState () == ExecutionStateEngine::AutoPilotState)</td><td class="ln">8758</td><td class="code">// if (executionState-&gt;GetState () == ExecutionStateEngine::AutoPilotState)</td></tr>
<tr class="eq"><td class="ln">8759</td><td class="code"> executionState-&gt;RequestState(ExecutionStateEngine::AlwaysExecuteState);</td><td class="ln">8759</td><td class="code"> executionState-&gt;RequestState(ExecutionStateEngine::AlwaysExecuteState);</td></tr>
<tr class="eq"><td class="ln">8760</td><td class="code"> QueCommand(VehicleCommand::CrouchCommand);</td><td class="ln">8760</td><td class="code"> QueCommand(VehicleCommand::CrouchCommand);</td></tr>
<tr class="eq"><td class="ln">8761</td><td class="code"> } else {</td><td class="ln">8761</td><td class="code"> } else {</td></tr>
<tr><td class="ln del">8762</td><td class="del code"> g_pRIOMain-&gt;SetLampState (20, LAMP_DEFAULT);// 鉉</td><td class="ln add">8762</td><td class="add code"> g_pRIOMain-&gt;SetLampState (20, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">8763</td><td class="code"> }</td><td class="ln">8763</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8764</td><td class="code">}</td><td class="ln">8764</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">8765</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td><td class="ln">8765</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td></tr>
<tr><td colspan="4" class="hunk">... 20 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">8786</td><td class="code"></td><td class="ln">8786</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">8787</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">8787</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr class="eq"><td class="ln">8788</td><td class="code"> if (g_bJumpZoom)</td><td class="ln">8788</td><td class="code"> if (g_bJumpZoom)</td></tr>
<tr><td class="ln del">8789</td><td class="del code"> g_pRIOMain-&gt;SetLampState (16, LAMP_OFF);// 鉉</td><td class="ln add">8789</td><td class="add code"> g_pRIOMain-&gt;SetLampState (16, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">8790</td><td class="code"> g_pRIOMain-&gt;SetLampState (50, LAMP_OFF);</td><td class="ln">8790</td><td class="code"> g_pRIOMain-&gt;SetLampState (50, LAMP_OFF);</td></tr>
<tr><td class="ln del">8791</td><td class="del code"> g_pRIOMain-&gt;SetLampState (33, LAMP_OFF);// 鉉</td><td class="ln add">8791</td><td class="add code"> g_pRIOMain-&gt;SetLampState (33, LAMP_OFF);// hyun</td></tr>
<tr><td class="ln del">8792</td><td class="del code"> g_pRIOMain-&gt;SetLampState (34, LAMP_OFF);// 鉉</td><td class="ln add">8792</td><td class="add code"> g_pRIOMain-&gt;SetLampState (34, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">8793</td><td class="code"> return;</td><td class="ln">8793</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">8794</td><td class="code"> }</td><td class="ln">8794</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8795</td><td class="code"></td><td class="ln">8795</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 1 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">8797</td><td class="code"> {</td><td class="ln">8797</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">8798</td><td class="code"> if (GetJumpJetState() &gt; 0) {</td><td class="ln">8798</td><td class="code"> if (GetJumpJetState() &gt; 0) {</td></tr>
<tr class="eq"><td class="ln">8799</td><td class="code"> if (g_bJumpZoom)</td><td class="ln">8799</td><td class="code"> if (g_bJumpZoom)</td></tr>
<tr><td class="ln del">8800</td><td class="del code"> g_pRIOMain-&gt;SetLampState (16, LAMP_BRIGHT);// 鉉</td><td class="ln add">8800</td><td class="add code"> g_pRIOMain-&gt;SetLampState (16, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">8801</td><td class="code"> g_pRIOMain-&gt;SetLampState (33, LAMP_BRIGHT);</td><td class="ln">8801</td><td class="code"> g_pRIOMain-&gt;SetLampState (33, LAMP_BRIGHT);</td></tr>
<tr class="eq"><td class="ln">8802</td><td class="code"> g_pRIOMain-&gt;SetLampState (34, LAMP_BRIGHT);</td><td class="ln">8802</td><td class="code"> g_pRIOMain-&gt;SetLampState (34, LAMP_BRIGHT);</td></tr>
<tr class="eq"><td class="ln">8803</td><td class="code"> }</td><td class="ln">8803</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 7 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">8811</td><td class="code"> if (!GetShutdownState())</td><td class="ln">8811</td><td class="code"> if (!GetShutdownState())</td></tr>
<tr class="eq"><td class="ln">8812</td><td class="code"> if (GetJumpJetState() &gt; 0) {</td><td class="ln">8812</td><td class="code"> if (GetJumpJetState() &gt; 0) {</td></tr>
<tr class="eq"><td class="ln">8813</td><td class="code"> if (g_bJumpZoom)</td><td class="ln">8813</td><td class="code"> if (g_bJumpZoom)</td></tr>
<tr><td class="ln del">8814</td><td class="del code"> g_pRIOMain-&gt;SetLampState (16, LAMP_DEFAULT);// 鉉</td><td class="ln add">8814</td><td class="add code"> g_pRIOMain-&gt;SetLampState (16, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">8815</td><td class="code"> g_pRIOMain-&gt;SetLampState (50, LAMP_DEFAULT);</td><td class="ln">8815</td><td class="code"> g_pRIOMain-&gt;SetLampState (50, LAMP_DEFAULT);</td></tr>
<tr><td class="ln del">8816</td><td class="del code"> g_pRIOMain-&gt;SetLampState (33, LAMP_DEFAULT);// 鉉</td><td class="ln add">8816</td><td class="add code"> g_pRIOMain-&gt;SetLampState (33, LAMP_DEFAULT);// hyun</td></tr>
<tr><td class="ln del">8817</td><td class="del code"> g_pRIOMain-&gt;SetLampState (34, LAMP_DEFAULT);// 鉉</td><td class="ln add">8817</td><td class="add code"> g_pRIOMain-&gt;SetLampState (34, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">8818</td><td class="code"> }</td><td class="ln">8818</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8819</td><td class="code"> }</td><td class="ln">8819</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">8820</td><td class="code"></td><td class="ln">8820</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 463 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">9284</td><td class="code"> }</td><td class="ln">9284</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">9285</td><td class="code"></td><td class="ln">9285</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">9286</td><td class="code"> if (!GetShutdownState())</td><td class="ln">9286</td><td class="code"> if (!GetShutdownState())</td></tr>
<tr><td class="ln del">9287</td><td class="del code"> g_pRIOMain-&gt;SetLampState (7, LAMP_BRIGHT);// 鉉</td><td class="ln add">9287</td><td class="add code"> g_pRIOMain-&gt;SetLampState (7, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">9288</td><td class="code"> }</td><td class="ln">9288</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">9289</td><td class="code"> else</td><td class="ln">9289</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">9290</td><td class="code"> {</td><td class="ln">9290</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">9291</td><td class="code"> if (!GetShutdownState())</td><td class="ln">9291</td><td class="code"> if (!GetShutdownState())</td></tr>
<tr><td class="ln del">9292</td><td class="del code"> g_pRIOMain-&gt;SetLampState (7, LAMP_DEFAULT);// 鉉</td><td class="ln add">9292</td><td class="add code"> g_pRIOMain-&gt;SetLampState (7, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">9293</td><td class="code"> }</td><td class="ln">9293</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">9294</td><td class="code">*/</td><td class="ln">9294</td><td class="code">*/</td></tr>
<tr class="eq"><td class="ln">9295</td><td class="code">}</td><td class="ln">9295</td><td class="code">}</td></tr>
<tr><td colspan="4" class="hunk">... 45 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">9341</td><td class="code"></td><td class="ln">9341</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">9342</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">9342</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">9343</td><td class="code"> {</td><td class="ln">9343</td><td class="code"> {</td></tr>
<tr><td class="ln del">9344</td><td class="del code"> //鉉SetWeaponMode(GroupFireMode);</td><td class="ln add">9344</td><td class="add code"> //hyun SetWeaponMode(GroupFireMode);</td></tr>
<tr class="eq"><td class="ln">9345</td><td class="code">// selectedWeaponGroup = 1;</td><td class="ln">9345</td><td class="code">// selectedWeaponGroup = 1;</td></tr>
<tr class="eq"><td class="ln">9346</td><td class="code"> group1FireRequest ++;</td><td class="ln">9346</td><td class="code"> group1FireRequest ++;</td></tr>
<tr class="eq"><td class="ln">9347</td><td class="code"> // fireRequest ++;</td><td class="ln">9347</td><td class="code"> // fireRequest ++;</td></tr>
<tr><td colspan="4" class="hunk">... 31 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">9379</td><td class="code"></td><td class="ln">9379</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">9380</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">9380</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">9381</td><td class="code"> {</td><td class="ln">9381</td><td class="code"> {</td></tr>
<tr><td class="ln del">9382</td><td class="del code"> //鉉SetWeaponMode(GroupFireMode);</td><td class="ln add">9382</td><td class="add code"> //hyun SetWeaponMode(GroupFireMode);</td></tr>
<tr class="eq"><td class="ln">9383</td><td class="code">// selectedWeaponGroup = 2;</td><td class="ln">9383</td><td class="code">// selectedWeaponGroup = 2;</td></tr>
<tr class="eq"><td class="ln">9384</td><td class="code"> group2FireRequest ++;</td><td class="ln">9384</td><td class="code"> group2FireRequest ++;</td></tr>
<tr class="eq"><td class="ln">9385</td><td class="code">// fireRequest ++;</td><td class="ln">9385</td><td class="code">// fireRequest ++;</td></tr>
<tr><td colspan="4" class="hunk">... 29 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">9415</td><td class="code"></td><td class="ln">9415</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">9416</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">9416</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">9417</td><td class="code"> {</td><td class="ln">9417</td><td class="code"> {</td></tr>
<tr><td class="ln del">9418</td><td class="del code"> //鉉SetWeaponMode(GroupFireMode);</td><td class="ln add">9418</td><td class="add code"> //hyun SetWeaponMode(GroupFireMode);</td></tr>
<tr class="eq"><td class="ln">9419</td><td class="code">// selectedWeaponGroup = 3;</td><td class="ln">9419</td><td class="code">// selectedWeaponGroup = 3;</td></tr>
<tr class="eq"><td class="ln">9420</td><td class="code">// fireRequest ++;</td><td class="ln">9420</td><td class="code">// fireRequest ++;</td></tr>
<tr class="eq"><td class="ln">9421</td><td class="code"> group3FireRequest ++;</td><td class="ln">9421</td><td class="code"> group3FireRequest ++;</td></tr>
<tr><td colspan="4" class="hunk">... 46 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">9468</td><td class="code"></td><td class="ln">9468</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">9469</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">9469</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">9470</td><td class="code"> {</td><td class="ln">9470</td><td class="code"> {</td></tr>
<tr><td class="ln del">9471</td><td class="del code"> //鉉SetWeaponMode(GroupFireMode);</td><td class="ln add">9471</td><td class="add code"> //hyun SetWeaponMode(GroupFireMode);</td></tr>
<tr class="eq"><td class="ln">9472</td><td class="code">// selectedWeaponGroup = 4;</td><td class="ln">9472</td><td class="code">// selectedWeaponGroup = 4;</td></tr>
<tr class="eq"><td class="ln">9473</td><td class="code">// fireRequest ++;</td><td class="ln">9473</td><td class="code">// fireRequest ++;</td></tr>
<tr class="eq"><td class="ln">9474</td><td class="code">// group4FireRequest ++;</td><td class="ln">9474</td><td class="code">// group4FireRequest ++;</td></tr>
<tr><td colspan="4" class="hunk">... 33 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">9508</td><td class="code"></td><td class="ln">9508</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">9509</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">9509</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">9510</td><td class="code"> {</td><td class="ln">9510</td><td class="code"> {</td></tr>
<tr><td class="ln del">9511</td><td class="del code"> //鉉SetWeaponMode(GroupFireMode);</td><td class="ln add">9511</td><td class="add code"> //hyun SetWeaponMode(GroupFireMode);</td></tr>
<tr class="eq"><td class="ln">9512</td><td class="code">// selectedWeaponGroup = 5;</td><td class="ln">9512</td><td class="code">// selectedWeaponGroup = 5;</td></tr>
<tr class="eq"><td class="ln">9513</td><td class="code">// fireRequest ++;</td><td class="ln">9513</td><td class="code">// fireRequest ++;</td></tr>
<tr class="eq"><td class="ln">9514</td><td class="code">// group5FireRequest ++;</td><td class="ln">9514</td><td class="code">// group5FireRequest ++;</td></tr>
<tr><td colspan="4" class="hunk">... 39 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">9554</td><td class="code"></td><td class="ln">9554</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">9555</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">9555</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">9556</td><td class="code"> {</td><td class="ln">9556</td><td class="code"> {</td></tr>
<tr><td class="ln del">9557</td><td class="del code"> //鉉SetWeaponMode(GroupFireMode);</td><td class="ln add">9557</td><td class="add code"> //hyun SetWeaponMode(GroupFireMode);</td></tr>
<tr class="eq"><td class="ln">9558</td><td class="code"> //group6FireRequest ++;</td><td class="ln">9558</td><td class="code"> //group6FireRequest ++;</td></tr>
<tr class="eq"><td class="ln">9559</td><td class="code"> }</td><td class="ln">9559</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">9560</td><td class="code"> else</td><td class="ln">9560</td><td class="code"> else</td></tr>
<tr><td colspan="4" class="hunk">... 783 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">10344</td><td class="code"> Verify(message-&gt;messageID == ToggleSearchLightMessageID);</td><td class="ln">10344</td><td class="code"> Verify(message-&gt;messageID == ToggleSearchLightMessageID);</td></tr>
<tr class="eq"><td class="ln">10345</td><td class="code"></td><td class="ln">10345</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">10346</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">10346</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">10347</td><td class="del code"> g_pRIOMain-&gt;SetLampState (27, LAMP_OFF);// 鉉</td><td class="ln add">10347</td><td class="add code"> g_pRIOMain-&gt;SetLampState (27, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">10348</td><td class="code"> return;</td><td class="ln">10348</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">10349</td><td class="code"> }</td><td class="ln">10349</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10350</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">10350</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">10351</td><td class="code"> {</td><td class="ln">10351</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">10352</td><td class="code"> if (g_SearchLight == TRUE)</td><td class="ln">10352</td><td class="code"> if (g_SearchLight == TRUE)</td></tr>
<tr><td class="ln del">10353</td><td class="del code"> g_pRIOMain-&gt;SetLampState (27, LAMP_BRIGHT);// 鉉</td><td class="ln add">10353</td><td class="add code"> g_pRIOMain-&gt;SetLampState (27, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">10354</td><td class="code"> QueCommand(VehicleCommand::ToggleSearchLightCommand);</td><td class="ln">10354</td><td class="code"> QueCommand(VehicleCommand::ToggleSearchLightCommand);</td></tr>
<tr class="eq"><td class="ln">10355</td><td class="code"> }</td><td class="ln">10355</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10356</td><td class="code"> else</td><td class="ln">10356</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">10357</td><td class="code"> {</td><td class="ln">10357</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">10358</td><td class="code"> if (g_SearchLight == TRUE)</td><td class="ln">10358</td><td class="code"> if (g_SearchLight == TRUE)</td></tr>
<tr><td class="ln del">10359</td><td class="del code"> g_pRIOMain-&gt;SetLampState (27, LAMP_DEFAULT);// 鉉</td><td class="ln add">10359</td><td class="add code"> g_pRIOMain-&gt;SetLampState (27, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">10360</td><td class="code"> }</td><td class="ln">10360</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10361</td><td class="code">}</td><td class="ln">10361</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">10362</td><td class="code"></td><td class="ln">10362</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 183 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">10546</td><td class="code"> {</td><td class="ln">10546</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">10547</td><td class="code"> //if (!GetShutdownState())</td><td class="ln">10547</td><td class="code"> //if (!GetShutdownState())</td></tr>
<tr class="eq"><td class="ln">10548</td><td class="code"> //if (g_bCool == TRUE) {</td><td class="ln">10548</td><td class="code"> //if (g_bCool == TRUE) {</td></tr>
<tr><td class="ln del">10549</td><td class="del code"> // g_pRIOMain-&gt;SetLampState (19, LAMP_BRIGHT);// 鉉</td><td class="ln add">10549</td><td class="add code"> // g_pRIOMain-&gt;SetLampState (19, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">10550</td><td class="code"> //}</td><td class="ln">10550</td><td class="code"> //}</td></tr>
<tr class="eq"><td class="ln">10551</td><td class="code"></td><td class="ln">10551</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">10552</td><td class="code"> isCooling ++;</td><td class="ln">10552</td><td class="code"> isCooling ++;</td></tr>
<tr><td colspan="4" class="hunk">... 7 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">10560</td><td class="code"> {</td><td class="ln">10560</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">10561</td><td class="code"> //if (!GetShutdownState())</td><td class="ln">10561</td><td class="code"> //if (!GetShutdownState())</td></tr>
<tr class="eq"><td class="ln">10562</td><td class="code"> //if (g_bCool == TRUE) {</td><td class="ln">10562</td><td class="code"> //if (g_bCool == TRUE) {</td></tr>
<tr><td class="ln del">10563</td><td class="del code"> // g_pRIOMain-&gt;SetLampState (19, LAMP_DEFAULT);// 鉉</td><td class="ln add">10563</td><td class="add code"> // g_pRIOMain-&gt;SetLampState (19, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">10564</td><td class="code"> //}</td><td class="ln">10564</td><td class="code"> //}</td></tr>
<tr class="eq"><td class="ln">10565</td><td class="code"></td><td class="ln">10565</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">10566</td><td class="code"> isCooling --;</td><td class="ln">10566</td><td class="code"> isCooling --;</td></tr>
<tr><td colspan="4" class="hunk">... 167 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">10734</td><td class="code"></td><td class="ln">10734</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">10735</td><td class="code"> if (GetShutdownState())</td><td class="ln">10735</td><td class="code"> if (GetShutdownState())</td></tr>
<tr class="eq"><td class="ln">10736</td><td class="code"> {</td><td class="ln">10736</td><td class="code"> {</td></tr>
<tr><td class="ln del">10737</td><td class="del code"> g_pRIOMain-&gt;SetLampState (26, LAMP_OFF);// 鉉</td><td class="ln add">10737</td><td class="add code"> g_pRIOMain-&gt;SetLampState (26, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">10738</td><td class="code"> g_pRIOMain-&gt;SetLampState (48, LAMP_OFF); // Light Amp Lamp MFD</td><td class="ln">10738</td><td class="code"> g_pRIOMain-&gt;SetLampState (48, LAMP_OFF); // Light Amp Lamp MFD</td></tr>
<tr class="eq"><td class="ln">10739</td><td class="code"> return;</td><td class="ln">10739</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">10740</td><td class="code"> }</td><td class="ln">10740</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 18 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">10759</td><td class="code"> MWGUIManager::GetInstance()-&gt;ShowLightAmplification();</td><td class="ln">10759</td><td class="code"> MWGUIManager::GetInstance()-&gt;ShowLightAmplification();</td></tr>
<tr class="eq"><td class="ln">10760</td><td class="code"> Mission::GetInstance()-&gt;SetLightAmpMissionLights();</td><td class="ln">10760</td><td class="code"> Mission::GetInstance()-&gt;SetLightAmpMissionLights();</td></tr>
<tr class="eq"><td class="ln">10761</td><td class="code"> ShowZoomIfOn (false);</td><td class="ln">10761</td><td class="code"> ShowZoomIfOn (false);</td></tr>
<tr><td class="ln del">10762</td><td class="del code"> g_pRIOMain-&gt;SetLampState (26, LAMP_BRIGHT);// 鉉</td><td class="ln add">10762</td><td class="add code"> g_pRIOMain-&gt;SetLampState (26, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">10763</td><td class="code"> if (!g_bJumpZoom)</td><td class="ln">10763</td><td class="code"> if (!g_bJumpZoom)</td></tr>
<tr class="eq"><td class="ln">10764</td><td class="code"> {</td><td class="ln">10764</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">10765</td><td class="code"> if (g_pRIOMain-&gt;GetLampState (16) == LAMP_BRIGHT)</td><td class="ln">10765</td><td class="code"> if (g_pRIOMain-&gt;GetLampState (16) == LAMP_BRIGHT)</td></tr>
<tr><td colspan="4" class="hunk">... 7 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">10773</td><td class="code"> {</td><td class="ln">10773</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">10774</td><td class="code"> if(vehicle-&gt;DoesHaveLightAmp())</td><td class="ln">10774</td><td class="code"> if(vehicle-&gt;DoesHaveLightAmp())</td></tr>
<tr class="eq"><td class="ln">10775</td><td class="code"> {</td><td class="ln">10775</td><td class="code"> {</td></tr>
<tr><td class="ln del">10776</td><td class="del code"> g_pRIOMain-&gt;SetLampState (26, LAMP_DEFAULT);// 鉉</td><td class="ln add">10776</td><td class="add code"> g_pRIOMain-&gt;SetLampState (26, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">10777</td><td class="code"> g_pRIOMain-&gt;SetLampState (48, LAMP_DEFAULT); // Light Amp Lamp MFD</td><td class="ln">10777</td><td class="code"> g_pRIOMain-&gt;SetLampState (48, LAMP_DEFAULT); // Light Amp Lamp MFD</td></tr>
<tr class="eq"><td class="ln">10778</td><td class="code"> }</td><td class="ln">10778</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10779</td><td class="code"> else</td><td class="ln">10779</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">10780</td><td class="code"> {</td><td class="ln">10780</td><td class="code"> {</td></tr>
<tr><td class="ln del">10781</td><td class="del code"> g_pRIOMain-&gt;SetLampState (26, LAMP_OFF);// 鉉</td><td class="ln add">10781</td><td class="add code"> g_pRIOMain-&gt;SetLampState (26, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">10782</td><td class="code"> g_pRIOMain-&gt;SetLampState (48, LAMP_OFF); // Light Amp Lamp MFD</td><td class="ln">10782</td><td class="code"> g_pRIOMain-&gt;SetLampState (48, LAMP_OFF); // Light Amp Lamp MFD</td></tr>
<tr class="eq"><td class="ln">10783</td><td class="code"> }</td><td class="ln">10783</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10784</td><td class="code"> }</td><td class="ln">10784</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 79 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">10864</td><td class="code"> Verify(message-&gt;messageID == NextNavPointMessageID);</td><td class="ln">10864</td><td class="code"> Verify(message-&gt;messageID == NextNavPointMessageID);</td></tr>
<tr class="eq"><td class="ln">10865</td><td class="code"></td><td class="ln">10865</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">10866</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">10866</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">10867</td><td class="del code"> g_pRIOMain-&gt;SetLampState (38, LAMP_OFF);// 鉉</td><td class="ln add">10867</td><td class="add code"> g_pRIOMain-&gt;SetLampState (38, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">10868</td><td class="code"> return;</td><td class="ln">10868</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">10869</td><td class="code"> }</td><td class="ln">10869</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10870</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">10870</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">10871</td><td class="code"> {</td><td class="ln">10871</td><td class="code"> {</td></tr>
<tr><td class="ln del">10872</td><td class="del code"> g_pRIOMain-&gt;SetLampState (38, LAMP_BRIGHT);// 鉉</td><td class="ln add">10872</td><td class="add code"> g_pRIOMain-&gt;SetLampState (38, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">10873</td><td class="code"> m_selectedNavPoint.Remove();</td><td class="ln">10873</td><td class="code"> m_selectedNavPoint.Remove();</td></tr>
<tr class="eq"><td class="ln">10874</td><td class="code"> NavPoint *nav_point;</td><td class="ln">10874</td><td class="code"> NavPoint *nav_point;</td></tr>
<tr class="eq"><td class="ln">10875</td><td class="code"> if((nav_point = NavPoint::GetNextNavPoint()) != NULL)</td><td class="ln">10875</td><td class="code"> if((nav_point = NavPoint::GetNextNavPoint()) != NULL)</td></tr>
<tr><td colspan="4" class="hunk">... 14 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">10890</td><td class="code"> }</td><td class="ln">10890</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10891</td><td class="code"> else</td><td class="ln">10891</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">10892</td><td class="code"> {</td><td class="ln">10892</td><td class="code"> {</td></tr>
<tr><td class="ln del">10893</td><td class="del code"> g_pRIOMain-&gt;SetLampState (38, LAMP_DEFAULT);// 鉉</td><td class="ln add">10893</td><td class="add code"> g_pRIOMain-&gt;SetLampState (38, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">10894</td><td class="code"> }</td><td class="ln">10894</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10895</td><td class="code">}</td><td class="ln">10895</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">10896</td><td class="code"></td><td class="ln">10896</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 18 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">10915</td><td class="code"> Verify(message-&gt;messageID == PreviousNavPointMessageID);</td><td class="ln">10915</td><td class="code"> Verify(message-&gt;messageID == PreviousNavPointMessageID);</td></tr>
<tr class="eq"><td class="ln">10916</td><td class="code"></td><td class="ln">10916</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">10917</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">10917</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">10918</td><td class="del code"> g_pRIOMain-&gt;SetLampState (37, LAMP_OFF);// 鉉</td><td class="ln add">10918</td><td class="add code"> g_pRIOMain-&gt;SetLampState (37, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">10919</td><td class="code"> return;</td><td class="ln">10919</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">10920</td><td class="code"> }</td><td class="ln">10920</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10921</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">10921</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">10922</td><td class="code"> {</td><td class="ln">10922</td><td class="code"> {</td></tr>
<tr><td class="ln del">10923</td><td class="del code"> g_pRIOMain-&gt;SetLampState (37, LAMP_BRIGHT);// 鉉</td><td class="ln add">10923</td><td class="add code"> g_pRIOMain-&gt;SetLampState (37, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">10924</td><td class="code"> m_selectedNavPoint.Remove();</td><td class="ln">10924</td><td class="code"> m_selectedNavPoint.Remove();</td></tr>
<tr class="eq"><td class="ln">10925</td><td class="code"> NavPoint *nav_point;</td><td class="ln">10925</td><td class="code"> NavPoint *nav_point;</td></tr>
<tr class="eq"><td class="ln">10926</td><td class="code"> if((nav_point = NavPoint::GetPreviousNavPoint()) != NULL)</td><td class="ln">10926</td><td class="code"> if((nav_point = NavPoint::GetPreviousNavPoint()) != NULL)</td></tr>
<tr><td colspan="4" class="hunk">... 9 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">10936</td><td class="code"> }</td><td class="ln">10936</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10937</td><td class="code"> else</td><td class="ln">10937</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">10938</td><td class="code"> {</td><td class="ln">10938</td><td class="code"> {</td></tr>
<tr><td class="ln del">10939</td><td class="del code"> g_pRIOMain-&gt;SetLampState (37, LAMP_DEFAULT);// 鉉</td><td class="ln add">10939</td><td class="add code"> g_pRIOMain-&gt;SetLampState (37, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">10940</td><td class="code"> }</td><td class="ln">10940</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10941</td><td class="code">}</td><td class="ln">10941</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">10942</td><td class="code"></td><td class="ln">10942</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 18 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">10961</td><td class="code"> Verify(message-&gt;messageID == NextEnemyMessageID);</td><td class="ln">10961</td><td class="code"> Verify(message-&gt;messageID == NextEnemyMessageID);</td></tr>
<tr class="eq"><td class="ln">10962</td><td class="code"></td><td class="ln">10962</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">10963</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">10963</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">10964</td><td class="del code"> g_pRIOMain-&gt;SetLampState (10, LAMP_OFF);// 鉉</td><td class="ln add">10964</td><td class="add code"> g_pRIOMain-&gt;SetLampState (10, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">10965</td><td class="code"> return;</td><td class="ln">10965</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">10966</td><td class="code"> }</td><td class="ln">10966</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10967</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">10967</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">10968</td><td class="code"> {</td><td class="ln">10968</td><td class="code"> {</td></tr>
<tr><td class="ln del">10969</td><td class="del code"> g_pRIOMain-&gt;SetLampState (10, LAMP_BRIGHT);// 鉉</td><td class="ln add">10969</td><td class="add code"> g_pRIOMain-&gt;SetLampState (10, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">10970</td><td class="code"> Entity *next_enemy = NULL;</td><td class="ln">10970</td><td class="code"> Entity *next_enemy = NULL;</td></tr>
<tr class="eq"><td class="ln">10971</td><td class="code"> Sensor *sensor = vehicle-&gt;GetSensor();</td><td class="ln">10971</td><td class="code"> Sensor *sensor = vehicle-&gt;GetSensor();</td></tr>
<tr class="eq"><td class="ln">10972</td><td class="code"> if(sensor)</td><td class="ln">10972</td><td class="code"> if(sensor)</td></tr>
<tr><td colspan="4" class="hunk">... 5 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">10978</td><td class="code"> }</td><td class="ln">10978</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10979</td><td class="code"> else</td><td class="ln">10979</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">10980</td><td class="code"> {</td><td class="ln">10980</td><td class="code"> {</td></tr>
<tr><td class="ln del">10981</td><td class="del code"> g_pRIOMain-&gt;SetLampState (10, LAMP_DEFAULT);// 鉉</td><td class="ln add">10981</td><td class="add code"> g_pRIOMain-&gt;SetLampState (10, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">10982</td><td class="code"> }</td><td class="ln">10982</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">10983</td><td class="code">}</td><td class="ln">10983</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">10984</td><td class="code"></td><td class="ln">10984</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 18 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11003</td><td class="code"> Verify(message-&gt;messageID == PreviousEnemyMessageID);</td><td class="ln">11003</td><td class="code"> Verify(message-&gt;messageID == PreviousEnemyMessageID);</td></tr>
<tr class="eq"><td class="ln">11004</td><td class="code"></td><td class="ln">11004</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11005</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">11005</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">11006</td><td class="del code"> g_pRIOMain-&gt;SetLampState (9, LAMP_OFF);// 鉉</td><td class="ln add">11006</td><td class="add code"> g_pRIOMain-&gt;SetLampState (9, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">11007</td><td class="code"> return;</td><td class="ln">11007</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">11008</td><td class="code"> }</td><td class="ln">11008</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11009</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">11009</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">11010</td><td class="code"> {</td><td class="ln">11010</td><td class="code"> {</td></tr>
<tr><td class="ln del">11011</td><td class="del code"> g_pRIOMain-&gt;SetLampState (9, LAMP_BRIGHT);// 鉉</td><td class="ln add">11011</td><td class="add code"> g_pRIOMain-&gt;SetLampState (9, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">11012</td><td class="code"> Entity *next_enemy = NULL;</td><td class="ln">11012</td><td class="code"> Entity *next_enemy = NULL;</td></tr>
<tr class="eq"><td class="ln">11013</td><td class="code"> Sensor *sensor = vehicle-&gt;GetSensor();</td><td class="ln">11013</td><td class="code"> Sensor *sensor = vehicle-&gt;GetSensor();</td></tr>
<tr class="eq"><td class="ln">11014</td><td class="code"> if(sensor)</td><td class="ln">11014</td><td class="code"> if(sensor)</td></tr>
<tr><td colspan="4" class="hunk">... 5 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11020</td><td class="code"> }</td><td class="ln">11020</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11021</td><td class="code"> else</td><td class="ln">11021</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">11022</td><td class="code"> {</td><td class="ln">11022</td><td class="code"> {</td></tr>
<tr><td class="ln del">11023</td><td class="del code"> g_pRIOMain-&gt;SetLampState (9, LAMP_DEFAULT);// 鉉</td><td class="ln add">11023</td><td class="add code"> g_pRIOMain-&gt;SetLampState (9, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">11024</td><td class="code"> }</td><td class="ln">11024</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11025</td><td class="code">}</td><td class="ln">11025</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">11026</td><td class="code"></td><td class="ln">11026</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 18 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11045</td><td class="code"> Verify(message-&gt;messageID == NearestEnemyMessageID);</td><td class="ln">11045</td><td class="code"> Verify(message-&gt;messageID == NearestEnemyMessageID);</td></tr>
<tr class="eq"><td class="ln">11046</td><td class="code"></td><td class="ln">11046</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11047</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">11047</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">11048</td><td class="del code"> g_pRIOMain-&gt;SetLampState (11, LAMP_OFF);// 鉉</td><td class="ln add">11048</td><td class="add code"> g_pRIOMain-&gt;SetLampState (11, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">11049</td><td class="code"> return;</td><td class="ln">11049</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">11050</td><td class="code"> }</td><td class="ln">11050</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11051</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">11051</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">11052</td><td class="code"> {</td><td class="ln">11052</td><td class="code"> {</td></tr>
<tr><td class="ln del">11053</td><td class="del code"> g_pRIOMain-&gt;SetLampState (11, LAMP_BRIGHT);// 鉉</td><td class="ln add">11053</td><td class="add code"> g_pRIOMain-&gt;SetLampState (11, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">11054</td><td class="code"> m_interfaceTarget.Remove();</td><td class="ln">11054</td><td class="code"> m_interfaceTarget.Remove();</td></tr>
<tr class="eq"><td class="ln">11055</td><td class="code"> m_targetCamera-&gt;SetScene(NULL);</td><td class="ln">11055</td><td class="code"> m_targetCamera-&gt;SetScene(NULL);</td></tr>
<tr class="eq"><td class="ln">11056</td><td class="code"> Entity *entity = NULL;</td><td class="ln">11056</td><td class="code"> Entity *entity = NULL;</td></tr>
<tr><td colspan="4" class="hunk">... 8 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11065</td><td class="code"> }</td><td class="ln">11065</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11066</td><td class="code"> else</td><td class="ln">11066</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">11067</td><td class="code"> {</td><td class="ln">11067</td><td class="code"> {</td></tr>
<tr><td class="ln del">11068</td><td class="del code"> g_pRIOMain-&gt;SetLampState (11, LAMP_DEFAULT);// 鉉</td><td class="ln add">11068</td><td class="add code"> g_pRIOMain-&gt;SetLampState (11, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">11069</td><td class="code"> }</td><td class="ln">11069</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11070</td><td class="code">}</td><td class="ln">11070</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">11071</td><td class="code"></td><td class="ln">11071</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 160 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11232</td><td class="code"></td><td class="ln">11232</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11233</td><td class="code"> if (GetShutdownState())</td><td class="ln">11233</td><td class="code"> if (GetShutdownState())</td></tr>
<tr class="eq"><td class="ln">11234</td><td class="code"> {</td><td class="ln">11234</td><td class="code"> {</td></tr>
<tr><td class="ln del">11235</td><td class="del code"> g_pRIOMain-&gt;SetLampState (8, LAMP_OFF);// 鉉</td><td class="ln add">11235</td><td class="add code"> g_pRIOMain-&gt;SetLampState (8, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">11236</td><td class="code"> return;</td><td class="ln">11236</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">11237</td><td class="code"> }</td><td class="ln">11237</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11238</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">11238</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">11239</td><td class="code"> {</td><td class="ln">11239</td><td class="code"> {</td></tr>
<tr><td class="ln del">11240</td><td class="del code"> g_pRIOMain-&gt;SetLampState (8, LAMP_BRIGHT);// 鉉</td><td class="ln add">11240</td><td class="add code"> g_pRIOMain-&gt;SetLampState (8, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">11241</td><td class="code"></td><td class="ln">11241</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11242</td><td class="code"> Entity *target_entity;</td><td class="ln">11242</td><td class="code"> Entity *target_entity;</td></tr>
<tr class="eq"><td class="ln">11243</td><td class="code"> target_entity = targetQueryEntity.GetCurrent();</td><td class="ln">11243</td><td class="code"> target_entity = targetQueryEntity.GetCurrent();</td></tr>
<tr><td colspan="4" class="hunk">... 16 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11260</td><td class="code"> }</td><td class="ln">11260</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11261</td><td class="code"> else</td><td class="ln">11261</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">11262</td><td class="code"> {</td><td class="ln">11262</td><td class="code"> {</td></tr>
<tr><td class="ln del">11263</td><td class="del code"> g_pRIOMain-&gt;SetLampState (8, LAMP_DEFAULT);// 鉉</td><td class="ln add">11263</td><td class="add code"> g_pRIOMain-&gt;SetLampState (8, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">11264</td><td class="code"> }</td><td class="ln">11264</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11265</td><td class="code">}</td><td class="ln">11265</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">11266</td><td class="code"></td><td class="ln">11266</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 18 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11285</td><td class="code"> Verify(message-&gt;messageID == NextFriendlyMessageID);</td><td class="ln">11285</td><td class="code"> Verify(message-&gt;messageID == NextFriendlyMessageID);</td></tr>
<tr class="eq"><td class="ln">11286</td><td class="code"></td><td class="ln">11286</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11287</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">11287</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">11288</td><td class="del code"> g_pRIOMain-&gt;SetLampState (14, LAMP_OFF);// 鉉</td><td class="ln add">11288</td><td class="add code"> g_pRIOMain-&gt;SetLampState (14, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">11289</td><td class="code"> return;</td><td class="ln">11289</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">11290</td><td class="code"> }</td><td class="ln">11290</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11291</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">11291</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">11292</td><td class="code"> {</td><td class="ln">11292</td><td class="code"> {</td></tr>
<tr><td class="ln del">11293</td><td class="del code"> g_pRIOMain-&gt;SetLampState (14, LAMP_BRIGHT);// 鉉</td><td class="ln add">11293</td><td class="add code"> g_pRIOMain-&gt;SetLampState (14, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">11294</td><td class="code"> Entity *next_friendly = NULL;</td><td class="ln">11294</td><td class="code"> Entity *next_friendly = NULL;</td></tr>
<tr class="eq"><td class="ln">11295</td><td class="code"> Sensor *sensor = vehicle-&gt;GetSensor();</td><td class="ln">11295</td><td class="code"> Sensor *sensor = vehicle-&gt;GetSensor();</td></tr>
<tr class="eq"><td class="ln">11296</td><td class="code"> if(sensor)</td><td class="ln">11296</td><td class="code"> if(sensor)</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11303</td><td class="code"> }</td><td class="ln">11303</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11304</td><td class="code"> else</td><td class="ln">11304</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">11305</td><td class="code"> {</td><td class="ln">11305</td><td class="code"> {</td></tr>
<tr><td class="ln del">11306</td><td class="del code"> g_pRIOMain-&gt;SetLampState (14, LAMP_DEFAULT);// 鉉</td><td class="ln add">11306</td><td class="add code"> g_pRIOMain-&gt;SetLampState (14, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">11307</td><td class="code"> }</td><td class="ln">11307</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11308</td><td class="code">}</td><td class="ln">11308</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">11309</td><td class="code"></td><td class="ln">11309</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 18 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11328</td><td class="code"> Verify(message-&gt;messageID == PreviousFriendlyMessageID);</td><td class="ln">11328</td><td class="code"> Verify(message-&gt;messageID == PreviousFriendlyMessageID);</td></tr>
<tr class="eq"><td class="ln">11329</td><td class="code"></td><td class="ln">11329</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11330</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">11330</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">11331</td><td class="del code"> g_pRIOMain-&gt;SetLampState (13, LAMP_OFF);// 鉉</td><td class="ln add">11331</td><td class="add code"> g_pRIOMain-&gt;SetLampState (13, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">11332</td><td class="code"> return;</td><td class="ln">11332</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">11333</td><td class="code"> }</td><td class="ln">11333</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11334</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">11334</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">11335</td><td class="code"> {</td><td class="ln">11335</td><td class="code"> {</td></tr>
<tr><td class="ln del">11336</td><td class="del code"> g_pRIOMain-&gt;SetLampState (13, LAMP_BRIGHT);// 鉉</td><td class="ln add">11336</td><td class="add code"> g_pRIOMain-&gt;SetLampState (13, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">11337</td><td class="code"> Entity *next_friendly = NULL;</td><td class="ln">11337</td><td class="code"> Entity *next_friendly = NULL;</td></tr>
<tr class="eq"><td class="ln">11338</td><td class="code"> Sensor *sensor = vehicle-&gt;GetSensor();</td><td class="ln">11338</td><td class="code"> Sensor *sensor = vehicle-&gt;GetSensor();</td></tr>
<tr class="eq"><td class="ln">11339</td><td class="code"> if(sensor)</td><td class="ln">11339</td><td class="code"> if(sensor)</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11346</td><td class="code"> }</td><td class="ln">11346</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11347</td><td class="code"> else</td><td class="ln">11347</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">11348</td><td class="code"> {</td><td class="ln">11348</td><td class="code"> {</td></tr>
<tr><td class="ln del">11349</td><td class="del code"> g_pRIOMain-&gt;SetLampState (13, LAMP_DEFAULT);// 鉉</td><td class="ln add">11349</td><td class="add code"> g_pRIOMain-&gt;SetLampState (13, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">11350</td><td class="code"> }</td><td class="ln">11350</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11351</td><td class="code">}</td><td class="ln">11351</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">11352</td><td class="code"></td><td class="ln">11352</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 18 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11371</td><td class="code"> Verify(message-&gt;messageID == NearestFriendlyMessageID);</td><td class="ln">11371</td><td class="code"> Verify(message-&gt;messageID == NearestFriendlyMessageID);</td></tr>
<tr class="eq"><td class="ln">11372</td><td class="code"></td><td class="ln">11372</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11373</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">11373</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">11374</td><td class="del code"> g_pRIOMain-&gt;SetLampState (15, LAMP_OFF);// 鉉</td><td class="ln add">11374</td><td class="add code"> g_pRIOMain-&gt;SetLampState (15, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">11375</td><td class="code"> return;</td><td class="ln">11375</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">11376</td><td class="code"> }</td><td class="ln">11376</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11377</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">11377</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">11378</td><td class="code"> {</td><td class="ln">11378</td><td class="code"> {</td></tr>
<tr><td class="ln del">11379</td><td class="del code"> g_pRIOMain-&gt;SetLampState (15, LAMP_BRIGHT);// 鉉</td><td class="ln add">11379</td><td class="add code"> g_pRIOMain-&gt;SetLampState (15, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">11380</td><td class="code"> Entity *entity = NULL;</td><td class="ln">11380</td><td class="code"> Entity *entity = NULL;</td></tr>
<tr class="eq"><td class="ln">11381</td><td class="code"> Sensor *sensor = vehicle-&gt;GetSensor();</td><td class="ln">11381</td><td class="code"> Sensor *sensor = vehicle-&gt;GetSensor();</td></tr>
<tr class="eq"><td class="ln">11382</td><td class="code"> if(sensor)</td><td class="ln">11382</td><td class="code"> if(sensor)</td></tr>
<tr><td colspan="4" class="hunk">... 5 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11388</td><td class="code"> }</td><td class="ln">11388</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11389</td><td class="code"> else</td><td class="ln">11389</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">11390</td><td class="code"> {</td><td class="ln">11390</td><td class="code"> {</td></tr>
<tr><td class="ln del">11391</td><td class="del code"> g_pRIOMain-&gt;SetLampState (15, LAMP_DEFAULT);// 鉉</td><td class="ln add">11391</td><td class="add code"> g_pRIOMain-&gt;SetLampState (15, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">11392</td><td class="code"> }</td><td class="ln">11392</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11393</td><td class="code">}</td><td class="ln">11393</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">11394</td><td class="code"></td><td class="ln">11394</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 83 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11478</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">11478</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">11479</td><td class="code"> {</td><td class="ln">11479</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">11480</td><td class="code"> //if (!GetShutdownState())</td><td class="ln">11480</td><td class="code"> //if (!GetShutdownState())</td></tr>
<tr><td class="ln del">11481</td><td class="del code"> // g_pRIOMain-&gt;SetLampState (18, LAMP_BRIGHT);// 鉉</td><td class="ln add">11481</td><td class="add code"> // g_pRIOMain-&gt;SetLampState (18, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">11482</td><td class="code"> HeatManager *heat;</td><td class="ln">11482</td><td class="code"> HeatManager *heat;</td></tr>
<tr class="eq"><td class="ln">11483</td><td class="code"> if (vehicle-&gt;IsDerivedFrom (Mech::DefaultData))</td><td class="ln">11483</td><td class="code"> if (vehicle-&gt;IsDerivedFrom (Mech::DefaultData))</td></tr>
<tr class="eq"><td class="ln">11484</td><td class="code"> {</td><td class="ln">11484</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 7 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11492</td><td class="code"> }</td><td class="ln">11492</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11493</td><td class="code"> else {</td><td class="ln">11493</td><td class="code"> else {</td></tr>
<tr class="eq"><td class="ln">11494</td><td class="code"> //if (!GetShutdownState())</td><td class="ln">11494</td><td class="code"> //if (!GetShutdownState())</td></tr>
<tr><td class="ln del">11495</td><td class="del code"> // g_pRIOMain-&gt;SetLampState (18, LAMP_DEFAULT);// 鉉</td><td class="ln add">11495</td><td class="add code"> // g_pRIOMain-&gt;SetLampState (18, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">11496</td><td class="code"> }</td><td class="ln">11496</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11497</td><td class="code">}</td><td class="ln">11497</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">11498</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td><td class="ln">11498</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td></tr>
<tr><td colspan="4" class="hunk">... 42 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11541</td><td class="code"></td><td class="ln">11541</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11542</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">11542</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">11543</td><td class="code"> {</td><td class="ln">11543</td><td class="code"> {</td></tr>
<tr><td class="ln del">11544</td><td class="del code"> g_pRIOMain-&gt;SetLampState (52, LAMP_BRIGHT);// 鉉</td><td class="ln add">11544</td><td class="add code"> g_pRIOMain-&gt;SetLampState (52, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">11545</td><td class="code"> if(MWGUIManager::GetInstance())</td><td class="ln">11545</td><td class="code"> if(MWGUIManager::GetInstance())</td></tr>
<tr class="eq"><td class="ln">11546</td><td class="code"> {</td><td class="ln">11546</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">11547</td><td class="code"> Check_Object(MWGUIManager::GetInstance());</td><td class="ln">11547</td><td class="code"> Check_Object(MWGUIManager::GetInstance());</td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11552</td><td class="code"> }</td><td class="ln">11552</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11553</td><td class="code"> else</td><td class="ln">11553</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">11554</td><td class="code"> {</td><td class="ln">11554</td><td class="code"> {</td></tr>
<tr><td class="ln del">11555</td><td class="del code"> g_pRIOMain-&gt;SetLampState (52, LAMP_DEFAULT);// 鉉</td><td class="ln add">11555</td><td class="add code"> g_pRIOMain-&gt;SetLampState (52, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">11556</td><td class="code"> }</td><td class="ln">11556</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11557</td><td class="code">}</td><td class="ln">11557</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">11558</td><td class="code"></td><td class="ln">11558</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 25 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11584</td><td class="code"> Verify(message-&gt;messageID == LeftMFDMessageID);</td><td class="ln">11584</td><td class="code"> Verify(message-&gt;messageID == LeftMFDMessageID);</td></tr>
<tr class="eq"><td class="ln">11585</td><td class="code"></td><td class="ln">11585</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11586</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">11586</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">11587</td><td class="del code"> g_pRIOMain-&gt;SetLampState (12, LAMP_OFF);// 鉉</td><td class="ln add">11587</td><td class="add code"> g_pRIOMain-&gt;SetLampState (12, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">11588</td><td class="code"> return;</td><td class="ln">11588</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">11589</td><td class="code"> }</td><td class="ln">11589</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11590</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">11590</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">11591</td><td class="code"> {</td><td class="ln">11591</td><td class="code"> {</td></tr>
<tr><td class="ln del">11592</td><td class="del code"> g_pRIOMain-&gt;SetLampState (12, LAMP_BRIGHT);// 鉉</td><td class="ln add">11592</td><td class="add code"> g_pRIOMain-&gt;SetLampState (12, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">11593</td><td class="code"> if(MWGUIManager::GetInstance())</td><td class="ln">11593</td><td class="code"> if(MWGUIManager::GetInstance())</td></tr>
<tr class="eq"><td class="ln">11594</td><td class="code"> {</td><td class="ln">11594</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">11595</td><td class="code"> Check_Object(MWGUIManager::GetInstance());</td><td class="ln">11595</td><td class="code"> Check_Object(MWGUIManager::GetInstance());</td></tr>
<tr><td colspan="4" class="hunk">... 14 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11610</td><td class="code"> }</td><td class="ln">11610</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11611</td><td class="code"> else</td><td class="ln">11611</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">11612</td><td class="code"> {</td><td class="ln">11612</td><td class="code"> {</td></tr>
<tr><td class="ln del">11613</td><td class="del code"> g_pRIOMain-&gt;SetLampState (12, LAMP_DEFAULT);// 鉉</td><td class="ln add">11613</td><td class="add code"> g_pRIOMain-&gt;SetLampState (12, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">11614</td><td class="code"> }</td><td class="ln">11614</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11615</td><td class="code">}</td><td class="ln">11615</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">11616</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td><td class="ln">11616</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td></tr>
<tr><td colspan="4" class="hunk">... 15 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11632</td><td class="code"> Verify(message-&gt;messageID == ToggleRadarPassiveMessageID);</td><td class="ln">11632</td><td class="code"> Verify(message-&gt;messageID == ToggleRadarPassiveMessageID);</td></tr>
<tr class="eq"><td class="ln">11633</td><td class="code"></td><td class="ln">11633</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11634</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">11634</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">11635</td><td class="del code"> g_pRIOMain-&gt;SetLampState (25, LAMP_OFF);// 鉉</td><td class="ln add">11635</td><td class="add code"> g_pRIOMain-&gt;SetLampState (25, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">11636</td><td class="code"> return;</td><td class="ln">11636</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">11637</td><td class="code"> }</td><td class="ln">11637</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11638</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">11638</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">11639</td><td class="code"> {</td><td class="ln">11639</td><td class="code"> {</td></tr>
<tr><td class="ln del">11640</td><td class="del code"> g_pRIOMain-&gt;SetLampState (25, LAMP_BRIGHT);// 鉉</td><td class="ln add">11640</td><td class="add code"> g_pRIOMain-&gt;SetLampState (25, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">11641</td><td class="code"> if(!vehicle-&gt;vehicleShutDown)</td><td class="ln">11641</td><td class="code"> if(!vehicle-&gt;vehicleShutDown)</td></tr>
<tr class="eq"><td class="ln">11642</td><td class="code"> {</td><td class="ln">11642</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">11643</td><td class="code"> if(MWGUIManager::GetInstance())</td><td class="ln">11643</td><td class="code"> if(MWGUIManager::GetInstance())</td></tr>
<tr><td colspan="4" class="hunk">... 32 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11676</td><td class="code"> }</td><td class="ln">11676</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11677</td><td class="code"> else</td><td class="ln">11677</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">11678</td><td class="code"> {</td><td class="ln">11678</td><td class="code"> {</td></tr>
<tr><td class="ln del">11679</td><td class="del code"> g_pRIOMain-&gt;SetLampState (25, LAMP_DEFAULT);// 鉉</td><td class="ln add">11679</td><td class="add code"> g_pRIOMain-&gt;SetLampState (25, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">11680</td><td class="code"> }</td><td class="ln">11680</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11681</td><td class="code">}</td><td class="ln">11681</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">11682</td><td class="code"></td><td class="ln">11682</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 19 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11702</td><td class="code"> Verify(message-&gt;messageID == ToggleRadarRangeMessageID);</td><td class="ln">11702</td><td class="code"> Verify(message-&gt;messageID == ToggleRadarRangeMessageID);</td></tr>
<tr class="eq"><td class="ln">11703</td><td class="code"></td><td class="ln">11703</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11704</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">11704</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr><td class="ln del">11705</td><td class="del code"> g_pRIOMain-&gt;SetLampState (24, LAMP_OFF);// 鉉</td><td class="ln add">11705</td><td class="add code"> g_pRIOMain-&gt;SetLampState (24, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">11706</td><td class="code"> return;</td><td class="ln">11706</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">11707</td><td class="code"> }</td><td class="ln">11707</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11708</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">11708</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">11709</td><td class="code"> {</td><td class="ln">11709</td><td class="code"> {</td></tr>
<tr><td class="ln del">11710</td><td class="del code"> g_pRIOMain-&gt;SetLampState (24, LAMP_BRIGHT);// 鉉</td><td class="ln add">11710</td><td class="add code"> g_pRIOMain-&gt;SetLampState (24, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">11711</td><td class="code"> if(!vehicle-&gt;vehicleShutDown)</td><td class="ln">11711</td><td class="code"> if(!vehicle-&gt;vehicleShutDown)</td></tr>
<tr class="eq"><td class="ln">11712</td><td class="code"> {</td><td class="ln">11712</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">11713</td><td class="code"> if(MWGUIManager::GetInstance())</td><td class="ln">11713</td><td class="code"> if(MWGUIManager::GetInstance())</td></tr>
<tr><td colspan="4" class="hunk">... 25 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">11739</td><td class="code"> }</td><td class="ln">11739</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11740</td><td class="code"> else</td><td class="ln">11740</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">11741</td><td class="code"> {</td><td class="ln">11741</td><td class="code"> {</td></tr>
<tr><td class="ln del">11742</td><td class="del code"> g_pRIOMain-&gt;SetLampState (24, LAMP_DEFAULT);// 鉉</td><td class="ln add">11742</td><td class="add code"> g_pRIOMain-&gt;SetLampState (24, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">11743</td><td class="code"> }</td><td class="ln">11743</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">11744</td><td class="code">}</td><td class="ln">11744</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">11745</td><td class="code"></td><td class="ln">11745</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 1787 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">13533</td><td class="code"> {</td><td class="ln">13533</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">13534</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">13534</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">13535</td><td class="code"> {</td><td class="ln">13535</td><td class="code"> {</td></tr>
<tr><td class="ln del">13536</td><td class="del code"> g_pRIOMain-&gt;SetLampState (36, LAMP_BRIGHT);// 鉉</td><td class="ln add">13536</td><td class="add code"> g_pRIOMain-&gt;SetLampState (36, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">13537</td><td class="code"> g_bObjMode = !g_bObjMode;</td><td class="ln">13537</td><td class="code"> g_bObjMode = !g_bObjMode;</td></tr>
<tr class="eq"><td class="ln">13538</td><td class="code">// ObjectiveRenderer::Instance-&gt;ToggleObjective ();</td><td class="ln">13538</td><td class="code">// ObjectiveRenderer::Instance-&gt;ToggleObjective ();</td></tr>
<tr class="eq"><td class="ln">13539</td><td class="code"> }</td><td class="ln">13539</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">13540</td><td class="code"> else</td><td class="ln">13540</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">13541</td><td class="code"> {</td><td class="ln">13541</td><td class="code"> {</td></tr>
<tr><td class="ln del">13542</td><td class="del code"> g_pRIOMain-&gt;SetLampState (36, LAMP_DEFAULT);// 鉉</td><td class="ln add">13542</td><td class="add code"> g_pRIOMain-&gt;SetLampState (36, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">13543</td><td class="code"> }</td><td class="ln">13543</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">13544</td><td class="code"> }</td><td class="ln">13544</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">13545</td><td class="code"> else</td><td class="ln">13545</td><td class="code"> else</td></tr>
<tr><td colspan="4" class="hunk">... 22 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">13568</td><td class="code"></td><td class="ln">13568</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">13569</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td><td class="ln">13569</td><td class="code"> if(message-&gt;dataContents &gt; 0)</td></tr>
<tr class="eq"><td class="ln">13570</td><td class="code"> {</td><td class="ln">13570</td><td class="code"> {</td></tr>
<tr><td class="ln del">13571</td><td class="del code"> g_pRIOMain-&gt;SetLampState (55, LAMP_BRIGHT);// 鉉</td><td class="ln add">13571</td><td class="add code"> g_pRIOMain-&gt;SetLampState (55, LAMP_BRIGHT);// hyun</td></tr>
<tr class="eq"><td class="ln">13572</td><td class="code"> g_bMuteMode = !g_bMuteMode;</td><td class="ln">13572</td><td class="code"> g_bMuteMode = !g_bMuteMode;</td></tr>
<tr class="eq"><td class="ln">13573</td><td class="code"> }</td><td class="ln">13573</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">13574</td><td class="code"> else</td><td class="ln">13574</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">13575</td><td class="code"> {</td><td class="ln">13575</td><td class="code"> {</td></tr>
<tr><td class="ln del">13576</td><td class="del code"> g_pRIOMain-&gt;SetLampState (55, LAMP_DEFAULT);// 鉉</td><td class="ln add">13576</td><td class="add code"> g_pRIOMain-&gt;SetLampState (55, LAMP_DEFAULT);// hyun</td></tr>
<tr class="eq"><td class="ln">13577</td><td class="code"> }</td><td class="ln">13577</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">13578</td><td class="code">}</td><td class="ln">13578</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">13579</td><td class="code"></td><td class="ln">13579</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 109 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">13689</td><td class="code"></td><td class="ln">13689</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">13690</td><td class="code"> if (GetShutdownState()) {</td><td class="ln">13690</td><td class="code"> if (GetShutdownState()) {</td></tr>
<tr class="eq"><td class="ln">13691</td><td class="code"> if (!g_bJumpZoom)</td><td class="ln">13691</td><td class="code"> if (!g_bJumpZoom)</td></tr>
<tr><td class="ln del">13692</td><td class="del code"> g_pRIOMain-&gt;SetLampState (16, LAMP_OFF);// 鉉</td><td class="ln add">13692</td><td class="add code"> g_pRIOMain-&gt;SetLampState (16, LAMP_OFF);// hyun</td></tr>
<tr class="eq"><td class="ln">13693</td><td class="code"> g_pRIOMain-&gt;SetLampState (51, LAMP_OFF);</td><td class="ln">13693</td><td class="code"> g_pRIOMain-&gt;SetLampState (51, LAMP_OFF);</td></tr>
<tr class="eq"><td class="ln">13694</td><td class="code"> return;</td><td class="ln">13694</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">13695</td><td class="code"> }</td><td class="ln">13695</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 793 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">14489</td><td class="code"> Check_Object(m_reticuleCamera);</td><td class="ln">14489</td><td class="code"> Check_Object(m_reticuleCamera);</td></tr>
<tr class="eq"><td class="ln">14490</td><td class="code"> m_reticuleCamera-&gt;GetPerspective(near_clip, far_clip, horizontal_fov, height_to_width);</td><td class="ln">14490</td><td class="code"> m_reticuleCamera-&gt;GetPerspective(near_clip, far_clip, horizontal_fov, height_to_width);</td></tr>
<tr class="eq"><td class="ln">14491</td><td class="code"> //m_reticuleCamera-&gt;SetPerspective(near_clip, far_clip, s_zoomFOV[0], height_to_width);</td><td class="ln">14491</td><td class="code"> //m_reticuleCamera-&gt;SetPerspective(near_clip, far_clip, s_zoomFOV[0], height_to_width);</td></tr>
<tr><td class="ln del">14492</td><td class="del code"> //상훈</td><td class="ln add">14492</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">14493</td><td class="code"> // jcem - begin</td><td class="ln">14493</td><td class="code"> // jcem - begin</td></tr>
<tr class="eq"><td class="ln">14494</td><td class="code"> float fZoom;</td><td class="ln">14494</td><td class="code"> float fZoom;</td></tr>
<tr class="eq"><td class="ln">14495</td><td class="code"> gosASSERT(g_fZoomFOVA &gt;= g_fZoomFOVB);</td><td class="ln">14495</td><td class="code"> gosASSERT(g_fZoomFOVA &gt;= g_fZoomFOVB);</td></tr>
<tr><td colspan="4" class="hunk">... 2358 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">16854</td><td class="code"> return 1;</td><td class="ln">16854</td><td class="code"> return 1;</td></tr>
<tr class="eq"><td class="ln">16855</td><td class="code"> return 0; // mixed</td><td class="ln">16855</td><td class="code"> return 0; // mixed</td></tr>
<tr class="eq"><td class="ln">16856</td><td class="code">}</td><td class="ln">16856</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/ctcl.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__CTCL_H__)</td><td class="ln">1</td><td class="code">#if !defined(__CTCL_H__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __CTCL_H__</td><td class="ln">2</td><td class="code">#define __CTCL_H__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 38 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">42</td><td class="code"> const char* m_pcsz;</td><td class="ln">42</td><td class="code"> const char* m_pcsz;</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code"></td><td class="ln">43</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">44</td><td class="code"> int m_nLauncherConnection; // 0: no connection, +1: connection, -1: connecting</td><td class="ln">44</td><td class="code"> int m_nLauncherConnection; // 0: no connection, +1: connection, -1: connecting</td></tr>
<tr><td class="ln del">45</td><td class="del code"> int m_nConnection2; // m_bCameraShip값에 따라 게임 혹은 카메라 쉽과의 접속을 의미, 0: no connection, +1: connection, -1: connecting</td><td class="ln add">45</td><td class="add code"> int m_nConnection2; // Connection to game or camera ship per m_bCameraShip, 0: no connection, +1: connected, -1: connecting</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code"> int m_nApplType;</td><td class="ln">46</td><td class="code"> int m_nApplType;</td></tr>
<tr class="eq"><td class="ln">47</td><td class="code"> int m_nApplState;</td><td class="ln">47</td><td class="code"> int m_nApplState;</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code"> int m_nGameState;</td><td class="ln">48</td><td class="code"> int m_nGameState;</td></tr>
<tr><td colspan="4" class="hunk">... 123 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">172</td><td class="code">} // end of extern &quot;C&quot;</td><td class="ln">172</td><td class="code">} // end of extern &quot;C&quot;</td></tr>
<tr class="eq"><td class="ln">173</td><td class="code"></td><td class="ln">173</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">174</td><td class="code">#endif // !defined(__CTCL_H__)</td><td class="ln">174</td><td class="code">#endif // !defined(__CTCL_H__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/hudchat.cpp</h2>
<div class="summary">+38 -38 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td></tr>
<tr><td class="ln del">2</td><td class="del code">//상훈 앞</td><td class="ln add">2</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;MWMission.hpp&quot;</td><td class="ln">3</td><td class="code">#include &quot;MWMission.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">4</td><td class="code">#include &quot;VehicleInterface.hpp&quot;</td><td class="ln">4</td><td class="code">#include &quot;VehicleInterface.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">5</td><td class="code">#include &quot;Vehicle.hpp&quot;</td><td class="ln">5</td><td class="code">#include &quot;Vehicle.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 15 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">21</td><td class="code">#include &quot;mech.hpp&quot;</td><td class="ln">21</td><td class="code">#include &quot;mech.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">22</td><td class="code">#include &quot;mechlabheaders.h&quot;</td><td class="ln">22</td><td class="code">#include &quot;mechlabheaders.h&quot;</td></tr>
<tr class="eq"><td class="ln">23</td><td class="code">#include &quot;bucket.hpp&quot;</td><td class="ln">23</td><td class="code">#include &quot;bucket.hpp&quot;</td></tr>
<tr><td class="ln del">24</td><td class="del code">//상훈 뒤</td><td class="ln add">24</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">25</td><td class="code">#include &quot;hudcomp.hpp&quot;</td><td class="ln">25</td><td class="code">#include &quot;hudcomp.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">26</td><td class="code">#include &quot;HUDChat.hpp&quot;</td><td class="ln">26</td><td class="code">#include &quot;HUDChat.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">27</td><td class="code">#include &quot;hudcomm.hpp&quot;</td><td class="ln">27</td><td class="code">#include &quot;hudcomm.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">30</td><td class="code">#include &quot;mwapplication.hpp&quot;</td><td class="ln">30</td><td class="code">#include &quot;mwapplication.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">31</td><td class="code">#include &quot;..\missionlang\resource.h&quot;</td><td class="ln">31</td><td class="code">#include &quot;..\missionlang\resource.h&quot;</td></tr>
<tr class="eq"><td class="ln">32</td><td class="code"></td><td class="ln">32</td><td class="code"></td></tr>
<tr><td class="ln del">33</td><td class="del code">//상훈짱 begin</td><td class="ln add">33</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">34</td><td class="code">#include &lt;windows.h&gt;</td><td class="ln">34</td><td class="code">#include &lt;windows.h&gt;</td></tr>
<tr class="eq"><td class="ln">35</td><td class="code">#include &lt;ddraw.h&gt;</td><td class="ln">35</td><td class="code">#include &lt;ddraw.h&gt;</td></tr>
<tr class="eq"><td class="ln">36</td><td class="code">#include &lt;d3d.h&gt;</td><td class="ln">36</td><td class="code">#include &lt;d3d.h&gt;</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code">extern Scalar g_fLastStartTime;</td><td class="ln">43</td><td class="code">extern Scalar g_fLastStartTime;</td></tr>
<tr class="eq"><td class="ln">44</td><td class="code">extern Adept::ReplicatorID g_LastTarget;</td><td class="ln">44</td><td class="code">extern Adept::ReplicatorID g_LastTarget;</td></tr>
<tr class="eq"><td class="ln">45</td><td class="code"></td><td class="ln">45</td><td class="code"></td></tr>
<tr><td class="ln del">46</td><td class="del code">//상훈짱 end</td><td class="ln add">46</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">47</td><td class="code"></td><td class="ln">47</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">48</td><td class="code">extern &quot;C&quot; char* _stdcall CharPrevA(const char* lpszStart, const char* lpszCurrent);</td><td class="ln">48</td><td class="code">extern &quot;C&quot; char* _stdcall CharPrevA(const char* lpszStart, const char* lpszCurrent);</td></tr>
<tr class="eq"><td class="ln">49</td><td class="code">#define CharPrev CharPrevA</td><td class="ln">49</td><td class="code">#define CharPrev CharPrevA</td></tr>
<tr><td colspan="4" class="hunk">... 114 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">164</td><td class="code">// KillData ();</td><td class="ln">164</td><td class="code">// KillData ();</td></tr>
<tr class="eq"><td class="ln">165</td><td class="code"> comm = Cast_Object (HUDComm *, MWGUIManager::GetInstance ()-&gt;Component (MWGUIManager::HUD_COMM));</td><td class="ln">165</td><td class="code"> comm = Cast_Object (HUDComm *, MWGUIManager::GetInstance ()-&gt;Component (MWGUIManager::HUD_COMM));</td></tr>
<tr class="eq"><td class="ln">166</td><td class="code"></td><td class="ln">166</td><td class="code"></td></tr>
<tr><td class="ln del">167</td><td class="del code"> //mr_device의 맵 데이타를 로드한다.</td><td class="ln add">167</td><td class="add code"> //Load map data for mr_device.</td></tr>
<tr class="eq"><td class="ln">168</td><td class="code"> if(hsh_mrdev_initialized){</td><td class="ln">168</td><td class="code"> if(hsh_mrdev_initialized){</td></tr>
<tr class="eq"><td class="ln">169</td><td class="code"> extern char AssetsDirectory1[MAX_PATH];</td><td class="ln">169</td><td class="code"> extern char AssetsDirectory1[MAX_PATH];</td></tr>
<tr class="eq"><td class="ln">170</td><td class="code"> const Map__GameModel *model = Map::GetInstance ()-&gt;GetGameModel ();</td><td class="ln">170</td><td class="code"> const Map__GameModel *model = Map::GetInstance ()-&gt;GetGameModel ();</td></tr>
<tr><td colspan="4" class="hunk">... 57 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">228</td><td class="code"> { 0*2, 0*2}, //special2</td><td class="ln">228</td><td class="code"> { 0*2, 0*2}, //special2</td></tr>
<tr class="eq"><td class="ln">229</td><td class="code">};</td><td class="ln">229</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">230</td><td class="code"></td><td class="ln">230</td><td class="code"></td></tr>
<tr><td class="ln del">231</td><td class="del code">//number: 0,1,2,3 lancemate의 순서..</td><td class="ln add">231</td><td class="add code">//number: 0,1,2,3 lancemate order..</td></tr>
<tr><td class="ln del">232</td><td class="del code">//part: 해당 lancemate mech의 part</td><td class="ln add">232</td><td class="add code">//part: mech part of the lancemate</td></tr>
<tr><td class="ln del">233</td><td class="del code">//color:해당 part의 color</td><td class="ln add">233</td><td class="add code">//color: color for this part</td></tr>
<tr class="eq"><td class="ln">234</td><td class="code">void RenderAux1SmallMech(int num,int part,int color)</td><td class="ln">234</td><td class="code">void RenderAux1SmallMech(int num,int part,int color)</td></tr>
<tr class="eq"><td class="ln">235</td><td class="code">{</td><td class="ln">235</td><td class="code">{</td></tr>
<tr><td class="ln del">236</td><td class="del code"> //각각의 offset에 따라서 그린다.</td><td class="ln add">236</td><td class="add code"> //Draw according to each offset.</td></tr>
<tr class="eq"><td class="ln">237</td><td class="code"> if(sm1_texture[part][2]!=0){</td><td class="ln">237</td><td class="code"> if(sm1_texture[part][2]!=0){</td></tr>
<tr class="eq"><td class="ln">238</td><td class="code"> mfd_device.DrawTexture(</td><td class="ln">238</td><td class="code"> mfd_device.DrawTexture(</td></tr>
<tr class="eq"><td class="ln">239</td><td class="code"> sm1_offset[part][0]+190+num*160,</td><td class="ln">239</td><td class="code"> sm1_offset[part][0]+190+num*160,</td></tr>
<tr><td colspan="4" class="hunk">... 358 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">598</td><td class="code"> #endif</td><td class="ln">598</td><td class="code"> #endif</td></tr>
<tr class="eq"><td class="ln">599</td><td class="code"></td><td class="ln">599</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">600</td><td class="code"> if(draw_mr){</td><td class="ln">600</td><td class="code"> if(draw_mr){</td></tr>
<tr><td class="ln del">601</td><td class="del code"> //미션 리뷰 내용을 그린다.</td><td class="ln add">601</td><td class="add code"> //Draw mission review content.</td></tr>
<tr class="eq"><td class="ln">602</td><td class="code"> //_______________________________________________________________________________________________________</td><td class="ln">602</td><td class="code"> //_______________________________________________________________________________________________________</td></tr>
<tr class="eq"><td class="ln">603</td><td class="code"> //</td><td class="ln">603</td><td class="code"> //</td></tr>
<tr><td class="ln del">604</td><td class="del code"> // Mech상태 및 메시지</td><td class="ln add">604</td><td class="add code"> // Mech status and messages</td></tr>
<tr class="eq"><td class="ln">605</td><td class="code"> //_______________________________________________________________________________________________________</td><td class="ln">605</td><td class="code"> //_______________________________________________________________________________________________________</td></tr>
<tr class="eq"><td class="ln">606</td><td class="code"> if(!mr_device.map_loaded){</td><td class="ln">606</td><td class="code"> if(!mr_device.map_loaded){</td></tr>
<tr class="eq"><td class="ln">607</td><td class="code"> comm = Cast_Object (HUDComm *, MWGUIManager::GetInstance ()-&gt;Component (MWGUIManager::HUD_COMM));</td><td class="ln">607</td><td class="code"> comm = Cast_Object (HUDComm *, MWGUIManager::GetInstance ()-&gt;Component (MWGUIManager::HUD_COMM));</td></tr>
<tr class="eq"><td class="ln">608</td><td class="code"></td><td class="ln">608</td><td class="code"></td></tr>
<tr><td class="ln del">609</td><td class="del code"> //mr_device의 맵 데이타를 로드한다.</td><td class="ln add">609</td><td class="add code"> //Load map data for mr_device.</td></tr>
<tr class="eq"><td class="ln">610</td><td class="code"> extern char AssetsDirectory1[MAX_PATH];</td><td class="ln">610</td><td class="code"> extern char AssetsDirectory1[MAX_PATH];</td></tr>
<tr class="eq"><td class="ln">611</td><td class="code"> const Map__GameModel *model = Map::GetInstance ()-&gt;GetGameModel ();</td><td class="ln">611</td><td class="code"> const Map__GameModel *model = Map::GetInstance ()-&gt;GetGameModel ();</td></tr>
<tr class="eq"><td class="ln">612</td><td class="code"> char temp[256];</td><td class="ln">612</td><td class="code"> char temp[256];</td></tr>
<tr><td colspan="4" class="hunk">... 16 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">629</td><td class="code"> int mech_count=0;</td><td class="ln">629</td><td class="code"> int mech_count=0;</td></tr>
<tr class="eq"><td class="ln">630</td><td class="code"> PMechInfo pMechInfos = &amp;g_aMechInfos[0];</td><td class="ln">630</td><td class="code"> PMechInfo pMechInfos = &amp;g_aMechInfos[0];</td></tr>
<tr class="eq"><td class="ln">631</td><td class="code"> {</td><td class="ln">631</td><td class="code"> {</td></tr>
<tr><td class="ln del">632</td><td class="del code"> //현재 다른 메크들의 이름 /Kill/Death를 그린다.</td><td class="ln add">632</td><td class="add code"> //Draw the name/Kill/Death stats of other mechs.</td></tr>
<tr class="eq"><td class="ln">633</td><td class="code"> mech_count=MWApplication::GetInstance()-&gt;GetMechInfos(2, g_aMechInfos, g_TeamOrderOthers);</td><td class="ln">633</td><td class="code"> mech_count=MWApplication::GetInstance()-&gt;GetMechInfos(2, g_aMechInfos, g_TeamOrderOthers);</td></tr>
<tr class="eq"><td class="ln">634</td><td class="code"> g_TeamOrderCount=mech_count;</td><td class="ln">634</td><td class="code"> g_TeamOrderCount=mech_count;</td></tr>
<tr class="eq"><td class="ln">635</td><td class="code"> if (mech_count &gt; 8) // jcem</td><td class="ln">635</td><td class="code"> if (mech_count &gt; 8) // jcem</td></tr>
<tr><td colspan="4" class="hunk">... 21 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">657</td><td class="code"></td><td class="ln">657</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">658</td><td class="code"></td><td class="ln">658</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">659</td><td class="code"> mr_device.pD3DDevice-&gt;SetTexture(0,mr_device.pDDSTexture);</td><td class="ln">659</td><td class="code"> mr_device.pD3DDevice-&gt;SetTexture(0,mr_device.pDDSTexture);</td></tr>
<tr><td class="ln del">660</td><td class="del code"> //메크의 Damage 상태를 그린다.</td><td class="ln add">660</td><td class="add code"> //Draw mech Damage status.</td></tr>
<tr class="eq"><td class="ln">661</td><td class="code"> for (j=0;j&lt;11;j++){</td><td class="ln">661</td><td class="code"> for (j=0;j&lt;11;j++){</td></tr>
<tr class="eq"><td class="ln">662</td><td class="code"> if (j==7 || j==9 || j==10)</td><td class="ln">662</td><td class="code"> if (j==7 || j==9 || j==10)</td></tr>
<tr class="eq"><td class="ln">663</td><td class="code"> continue;</td><td class="ln">663</td><td class="code"> continue;</td></tr>
<tr><td colspan="4" class="hunk">... 5 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">669</td><td class="code"> }</td><td class="ln">669</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">670</td><td class="code"> }</td><td class="ln">670</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">671</td><td class="code"></td><td class="ln">671</td><td class="code"></td></tr>
<tr><td class="ln del">672</td><td class="del code"> //메크의 Callsign/Score/Kills/Deaths를 그린다.</td><td class="ln add">672</td><td class="add code"> //Draw mech Callsign/Score/Kills/Deaths.</td></tr>
<tr class="eq"><td class="ln">673</td><td class="code"> int nScore = 0, nKills = 0, nDeaths = 0;</td><td class="ln">673</td><td class="code"> int nScore = 0, nKills = 0, nDeaths = 0;</td></tr>
<tr class="eq"><td class="ln">674</td><td class="code"> callsign=pMechInfos-&gt;m_pcszName;</td><td class="ln">674</td><td class="code"> callsign=pMechInfos-&gt;m_pcszName;</td></tr>
<tr class="eq"><td class="ln">675</td><td class="code"> if (hud) {</td><td class="ln">675</td><td class="code"> if (hud) {</td></tr>
<tr><td colspan="4" class="hunk">... 19 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">695</td><td class="code"> pMechInfos++;</td><td class="ln">695</td><td class="code"> pMechInfos++;</td></tr>
<tr class="eq"><td class="ln">696</td><td class="code"> }</td><td class="ln">696</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">697</td><td class="code"></td><td class="ln">697</td><td class="code"></td></tr>
<tr><td class="ln del">698</td><td class="del code"> //채팅장의 내용을 그린다.</td><td class="ln add">698</td><td class="add code"> //Draw the contents of the chat window.</td></tr>
<tr class="eq"><td class="ln">699</td><td class="code"> stlport::list&lt;ChatData&gt;::iterator iter;</td><td class="ln">699</td><td class="code"> stlport::list&lt;ChatData&gt;::iterator iter;</td></tr>
<tr class="eq"><td class="ln">700</td><td class="code"> int cy=300+30;//chat_y</td><td class="ln">700</td><td class="code"> int cy=300+30;//chat_y</td></tr>
<tr class="eq"><td class="ln">701</td><td class="code"> for (iter = m_Messages.begin ();iter != m_Messages.end ();iter++){</td><td class="ln">701</td><td class="code"> for (iter = m_Messages.begin ();iter != m_Messages.end ();iter++){</td></tr>
<tr><td colspan="4" class="hunk">... 31 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">733</td><td class="code"> int i;</td><td class="ln">733</td><td class="code"> int i;</td></tr>
<tr class="eq"><td class="ln">734</td><td class="code"></td><td class="ln">734</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">735</td><td class="code"> // Secondary Maps</td><td class="ln">735</td><td class="code"> // Secondary Maps</td></tr>
<tr><td class="ln del">736</td><td class="del code"> //맵과 맵 경계선을 그린다. (게임중에 변하지 않으므로 한번만 그린다.)</td><td class="ln add">736</td><td class="add code"> //Draw map and boundary. (Drawn once since it does not change during game.)</td></tr>
<tr><td class="ln del">737</td><td class="del code"> //DrawMapBoundary();//다른 버전 구현할 것...</td><td class="ln add">737</td><td class="add code"> //DrawMapBoundary();//Implement alternate version...</td></tr>
<tr class="eq"><td class="ln">738</td><td class="code"> mr_device.pD3DDevice-&gt;SetRenderState(D3DRENDERSTATE_CLIPPING ,TRUE);</td><td class="ln">738</td><td class="code"> mr_device.pD3DDevice-&gt;SetRenderState(D3DRENDERSTATE_CLIPPING ,TRUE);</td></tr>
<tr class="eq"><td class="ln">739</td><td class="code"> mr_device.pD3DDevice-&gt;SetTexture(0,mr_device.pDDSMapTexture);</td><td class="ln">739</td><td class="code"> mr_device.pD3DDevice-&gt;SetTexture(0,mr_device.pDDSMapTexture);</td></tr>
<tr class="eq"><td class="ln">740</td><td class="code"> mr_device.pD3DDevice-&gt;SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, TRUE );</td><td class="ln">740</td><td class="code"> mr_device.pD3DDevice-&gt;SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, TRUE );</td></tr>
<tr><td colspan="4" class="hunk">... 7 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">748</td><td class="code"> //MechWarrior4::VehicleInterface* p = MechWarrior4::VehicleInterface::GetInstance();</td><td class="ln">748</td><td class="code"> //MechWarrior4::VehicleInterface* p = MechWarrior4::VehicleInterface::GetInstance();</td></tr>
<tr class="eq"><td class="ln">749</td><td class="code"></td><td class="ln">749</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">750</td><td class="code"></td><td class="ln">750</td><td class="code"></td></tr>
<tr><td class="ln del">751</td><td class="del code"> //미션 리뷰에서는 현재 메크가 중심에 표시되므로 맵이 스크롤 되어 표시된다.</td><td class="ln add">751</td><td class="add code"> //In mission review, current mech is shown at center so the map scrolls.</td></tr>
<tr class="eq"><td class="ln">752</td><td class="code"> float MR_MSF=4.0f;//Mission Review - Map Scale Factor</td><td class="ln">752</td><td class="code"> float MR_MSF=4.0f;//Mission Review - Map Scale Factor</td></tr>
<tr class="eq"><td class="ln">753</td><td class="code"> const float ViewSize=300.0f;//Mission Review - Map Size</td><td class="ln">753</td><td class="code"> const float ViewSize=300.0f;//Mission Review - Map Size</td></tr>
<tr class="eq"><td class="ln">754</td><td class="code"> const float ViewLMargin=10;</td><td class="ln">754</td><td class="code"> const float ViewLMargin=10;</td></tr>
<tr><td colspan="4" class="hunk">... 3 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">758</td><td class="code"></td><td class="ln">758</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">759</td><td class="code"> D3DVIEWPORT7 viewport={ViewLMargin,ViewTMargin,ViewSize,ViewSize,0.0f,1.0f};</td><td class="ln">759</td><td class="code"> D3DVIEWPORT7 viewport={ViewLMargin,ViewTMargin,ViewSize,ViewSize,0.0f,1.0f};</td></tr>
<tr class="eq"><td class="ln">760</td><td class="code"> mr_device.pD3DDevice-&gt;SetViewport(&amp;viewport);</td><td class="ln">760</td><td class="code"> mr_device.pD3DDevice-&gt;SetViewport(&amp;viewport);</td></tr>
<tr><td class="ln del">761</td><td class="del code"> ///////////////////// MAP 시작 //////////////////////</td><td class="ln add">761</td><td class="add code"> ///////////////////// MAP BEGIN //////////////////////</td></tr>
<tr><td class="ln del">762</td><td class="del code"></td><td class="ln add">762</td><td class="add code"></td></tr>
<tr><td class="ln del">763</td><td class="del code"> //Focus Mech를 설정하는 루틴을 넣어야한다.</td><td class="ln add">763</td><td class="add code"> //Need to add routine to set Focus Mech.</td></tr>
<tr class="eq"><td class="ln">764</td><td class="code"> Scalar multx,multz;</td><td class="ln">764</td><td class="code"> Scalar multx,multz;</td></tr>
<tr class="eq"><td class="ln">765</td><td class="code"></td><td class="ln">765</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">766</td><td class="code"></td><td class="ln">766</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 20 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">787</td><td class="code"></td><td class="ln">787</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">788</td><td class="code"> mr_device.pD3DDevice-&gt;SetTexture(0,mr_device.pDDSTexture);</td><td class="ln">788</td><td class="code"> mr_device.pD3DDevice-&gt;SetTexture(0,mr_device.pDDSTexture);</td></tr>
<tr class="eq"><td class="ln">789</td><td class="code"></td><td class="ln">789</td><td class="code"></td></tr>
<tr><td class="ln del">790</td><td class="del code"> //맵상에 메크들들 그리기.텍스트 먼저..</td><td class="ln add">790</td><td class="add code"> //Draw mechs on map. Text first..</td></tr>
<tr class="eq"><td class="ln">791</td><td class="code"> for(i=0,pMechInfos = &amp;g_aMechInfos[0];i&lt;mech_count;i++,pMechInfos++){</td><td class="ln">791</td><td class="code"> for(i=0,pMechInfos = &amp;g_aMechInfos[0];i&lt;mech_count;i++,pMechInfos++){</td></tr>
<tr class="eq"><td class="ln">792</td><td class="code"> Mech* pMech = pMechInfos-&gt;m_pMech;</td><td class="ln">792</td><td class="code"> Mech* pMech = pMechInfos-&gt;m_pMech;</td></tr>
<tr><td class="ln del">793</td><td class="del code"> //메크의 위치를 구할 것..</td><td class="ln add">793</td><td class="add code"> //TODO: get mech position..</td></tr>
<tr class="eq"><td class="ln">794</td><td class="code"></td><td class="ln">794</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">795</td><td class="code"> Stuff::Point3D pos;</td><td class="ln">795</td><td class="code"> Stuff::Point3D pos;</td></tr>
<tr class="eq"><td class="ln">796</td><td class="code"></td><td class="ln">796</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 30 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">827</td><td class="code"> color,callsign,TEXTALIGN_HCENTER|TEXTALIGN_TOP);</td><td class="ln">827</td><td class="code"> color,callsign,TEXTALIGN_HCENTER|TEXTALIGN_TOP);</td></tr>
<tr class="eq"><td class="ln">828</td><td class="code"></td><td class="ln">828</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">829</td><td class="code"> }</td><td class="ln">829</td><td class="code"> }</td></tr>
<tr><td class="ln del">830</td><td class="del code"> //아이콘 그리기.</td><td class="ln add">830</td><td class="add code"> //Draw icon.</td></tr>
<tr class="eq"><td class="ln">831</td><td class="code"> for(i=0,pMechInfos = &amp;g_aMechInfos[0];i&lt;mech_count;i++,pMechInfos++){</td><td class="ln">831</td><td class="code"> for(i=0,pMechInfos = &amp;g_aMechInfos[0];i&lt;mech_count;i++,pMechInfos++){</td></tr>
<tr class="eq"><td class="ln">832</td><td class="code"> Mech* pMech = pMechInfos-&gt;m_pMech;</td><td class="ln">832</td><td class="code"> Mech* pMech = pMechInfos-&gt;m_pMech;</td></tr>
<tr><td class="ln del">833</td><td class="del code"> //메크의 위치를 구할 것..</td><td class="ln add">833</td><td class="add code"> //TODO: get mech position..</td></tr>
<tr class="eq"><td class="ln">834</td><td class="code"></td><td class="ln">834</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">835</td><td class="code"> Stuff::Point3D pos;</td><td class="ln">835</td><td class="code"> Stuff::Point3D pos;</td></tr>
<tr class="eq"><td class="ln">836</td><td class="code"></td><td class="ln">836</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 49 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">886</td><td class="code"> mr_device.pD3DDevice-&gt;SetViewport(&amp;viewport2);</td><td class="ln">886</td><td class="code"> mr_device.pD3DDevice-&gt;SetViewport(&amp;viewport2);</td></tr>
<tr class="eq"><td class="ln">887</td><td class="code"></td><td class="ln">887</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">888</td><td class="code"></td><td class="ln">888</td><td class="code"></td></tr>
<tr><td class="ln del">889</td><td class="del code"> ///////////////////// MAP 끝 //////////////////////</td><td class="ln add">889</td><td class="add code"> ///////////////////// MAP END //////////////////////</td></tr>
<tr class="eq"><td class="ln">890</td><td class="code"></td><td class="ln">890</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">891</td><td class="code"> //_______________________________________________________________________________________________________</td><td class="ln">891</td><td class="code"> //_______________________________________________________________________________________________________</td></tr>
<tr class="eq"><td class="ln">892</td><td class="code"> //</td><td class="ln">892</td><td class="code"> //</td></tr>
<tr><td colspan="4" class="hunk">... 1 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">894</td><td class="code"> //_______________________________________________________________________________________________________</td><td class="ln">894</td><td class="code"> //_______________________________________________________________________________________________________</td></tr>
<tr class="eq"><td class="ln">895</td><td class="code"></td><td class="ln">895</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">896</td><td class="code"></td><td class="ln">896</td><td class="code"></td></tr>
<tr><td class="ln del">897</td><td class="del code"> //미션 시간 그리기...hudtimer.cpp에 DrawImplementation에서 따온것임..</td><td class="ln add">897</td><td class="add code"> //Draw mission timer... taken from DrawImplementation in hudtimer.cpp..</td></tr>
<tr class="eq"><td class="ln">898</td><td class="code"> MWMission *mwmiss = Cast_Object (MWMission *,Mission::GetInstance ());</td><td class="ln">898</td><td class="code"> MWMission *mwmiss = Cast_Object (MWMission *,Mission::GetInstance ());</td></tr>
<tr class="eq"><td class="ln">899</td><td class="code"> Verify (mwmiss);</td><td class="ln">899</td><td class="code"> Verify (mwmiss);</td></tr>
<tr class="eq"><td class="ln">900</td><td class="code"> Stuff::Scalar cur_time=mwmiss-&gt;GetMissionTime();//-mwmiss-&gt;GetMissionTime();</td><td class="ln">900</td><td class="code"> Stuff::Scalar cur_time=mwmiss-&gt;GetMissionTime();//-mwmiss-&gt;GetMissionTime();</td></tr>
<tr><td colspan="4" class="hunk">... 22 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">923</td><td class="code"> if(g_nTeamOrderMode==TEAM_MODE){</td><td class="ln">923</td><td class="code"> if(g_nTeamOrderMode==TEAM_MODE){</td></tr>
<tr class="eq"><td class="ln">924</td><td class="code"> int i,j;</td><td class="ln">924</td><td class="code"> int i,j;</td></tr>
<tr class="eq"><td class="ln">925</td><td class="code"> int size=3;</td><td class="ln">925</td><td class="code"> int size=3;</td></tr>
<tr><td class="ln del">926</td><td class="del code"> //메크들의 상태를 그린다.</td><td class="ln add">926</td><td class="add code"> //Draw mech status.</td></tr>
<tr class="eq"><td class="ln">927</td><td class="code"> PMechInfo pMechInfos = &amp;g_aMechInfos[1];</td><td class="ln">927</td><td class="code"> PMechInfo pMechInfos = &amp;g_aMechInfos[1];</td></tr>
<tr class="eq"><td class="ln">928</td><td class="code"> size=MWApplication::GetInstance()-&gt;GetMechInfos(0, g_aMechInfos, g_TeamOrderOthers);</td><td class="ln">928</td><td class="code"> size=MWApplication::GetInstance()-&gt;GetMechInfos(0, g_aMechInfos, g_TeamOrderOthers);</td></tr>
<tr class="eq"><td class="ln">929</td><td class="code"> size--;</td><td class="ln">929</td><td class="code"> size--;</td></tr>
<tr><td colspan="4" class="hunk">... 40 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">970</td><td class="code"> pMechInfos++;</td><td class="ln">970</td><td class="code"> pMechInfos++;</td></tr>
<tr class="eq"><td class="ln">971</td><td class="code"> }</td><td class="ln">971</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">972</td><td class="code"> mfd_device.DrawMFDBackText(mfd_text_comm1);</td><td class="ln">972</td><td class="code"> mfd_device.DrawMFDBackText(mfd_text_comm1);</td></tr>
<tr><td class="ln del">973</td><td class="del code"> //채팅장의 내용을 그린다.</td><td class="ln add">973</td><td class="add code"> //Draw the contents of the chat window.</td></tr>
<tr class="eq"><td class="ln">974</td><td class="code"> stlport::list&lt;ChatData&gt;::iterator iter;</td><td class="ln">974</td><td class="code"> stlport::list&lt;ChatData&gt;::iterator iter;</td></tr>
<tr class="eq"><td class="ln">975</td><td class="code"> int cy=240;//chat_y</td><td class="ln">975</td><td class="code"> int cy=240;//chat_y</td></tr>
<tr class="eq"><td class="ln">976</td><td class="code"> for (iter = m_Messages.begin ();iter != m_Messages.end ();iter++){</td><td class="ln">976</td><td class="code"> for (iter = m_Messages.begin ();iter != m_Messages.end ();iter++){</td></tr>
<tr><td colspan="4" class="hunk">... 19 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">996</td><td class="code"> }</td><td class="ln">996</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">997</td><td class="code"></td><td class="ln">997</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">998</td><td class="code"> }else if(g_nTeamOrderMode==FREEFORALL_MODE){</td><td class="ln">998</td><td class="code"> }else if(g_nTeamOrderMode==FREEFORALL_MODE){</td></tr>
<tr><td class="ln del">999</td><td class="del code"> //현재 다른 메크들의 이름 /Kill/Death를 그린다.</td><td class="ln add">999</td><td class="add code"> //Draw the name/Kill/Death stats of other mechs.</td></tr>
<tr class="eq"><td class="ln">1000</td><td class="code"> int size=0;</td><td class="ln">1000</td><td class="code"> int size=0;</td></tr>
<tr class="eq"><td class="ln">1001</td><td class="code"> PMechInfo pMechInfos = &amp;g_aMechInfos[1];</td><td class="ln">1001</td><td class="code"> PMechInfo pMechInfos = &amp;g_aMechInfos[1];</td></tr>
<tr class="eq"><td class="ln">1002</td><td class="code"> size=MWApplication::GetInstance()-&gt;GetMechInfos(2, g_aMechInfos, g_TeamOrderOthers);</td><td class="ln">1002</td><td class="code"> size=MWApplication::GetInstance()-&gt;GetMechInfos(2, g_aMechInfos, g_TeamOrderOthers);</td></tr>
<tr><td colspan="4" class="hunk">... 3 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1006</td><td class="code"> size = 7;</td><td class="ln">1006</td><td class="code"> size = 7;</td></tr>
<tr class="eq"><td class="ln">1007</td><td class="code"></td><td class="ln">1007</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1008</td><td class="code"> int i;</td><td class="ln">1008</td><td class="code"> int i;</td></tr>
<tr><td class="ln del">1009</td><td class="del code"> //번호를 먼저 지운다.</td><td class="ln add">1009</td><td class="add code"> //Clear the numbers first.</td></tr>
<tr class="eq"><td class="ln">1010</td><td class="code">// MSL 5.03 Comm MFD</td><td class="ln">1010</td><td class="code">// MSL 5.03 Comm MFD</td></tr>
<tr class="eq"><td class="ln">1011</td><td class="code"> for(i=0;i&lt;7;i++)mfd_text_comm3[i][0]=0;</td><td class="ln">1011</td><td class="code"> for(i=0;i&lt;7;i++)mfd_text_comm3[i][0]=0;</td></tr>
<tr><td class="ln del">1012</td><td class="del code"> //번호를 채워 넣는다.</td><td class="ln add">1012</td><td class="add code"> //Fill in the numbers.</td></tr>
<tr class="eq"><td class="ln">1013</td><td class="code">// MSL 5.03 Comm MFD</td><td class="ln">1013</td><td class="code">// MSL 5.03 Comm MFD</td></tr>
<tr class="eq"><td class="ln">1014</td><td class="code"> for(i=0;i&lt;size;i++)itoa(i+1,mfd_text_comm3[i],10);</td><td class="ln">1014</td><td class="code"> for(i=0;i&lt;size;i++)itoa(i+1,mfd_text_comm3[i],10);</td></tr>
<tr class="eq"><td class="ln">1015</td><td class="code"></td><td class="ln">1015</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 48 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1064</td><td class="code"> if(size.cx&lt;160){</td><td class="ln">1064</td><td class="code"> if(size.cx&lt;160){</td></tr>
<tr class="eq"><td class="ln">1065</td><td class="code"> mfd_device.pFont[1].DrawText((float)p2-&gt;x,(float)p2-&gt;y,0xFFFFFFFF,callsign,TEXTALIGN_ORG);</td><td class="ln">1065</td><td class="code"> mfd_device.pFont[1].DrawText((float)p2-&gt;x,(float)p2-&gt;y,0xFFFFFFFF,callsign,TEXTALIGN_ORG);</td></tr>
<tr class="eq"><td class="ln">1066</td><td class="code"> }else{</td><td class="ln">1066</td><td class="code"> }else{</td></tr>
<tr><td class="ln del">1067</td><td class="del code"> //최소크기 폰트도.. 넘어선다...</td><td class="ln add">1067</td><td class="add code"> //Even the minimum font size is exceeded...</td></tr>
<tr><td class="ln del">1068</td><td class="del code"> //2line으로 만든다.</td><td class="ln add">1068</td><td class="add code"> //Split into 2 lines.</td></tr>
<tr class="eq"><td class="ln">1069</td><td class="code"> char callsign2[128];</td><td class="ln">1069</td><td class="code"> char callsign2[128];</td></tr>
<tr class="eq"><td class="ln">1070</td><td class="code"> strcpy(callsign2,callsign);</td><td class="ln">1070</td><td class="code"> strcpy(callsign2,callsign);</td></tr>
<tr class="eq"><td class="ln">1071</td><td class="code"> int len2=strlen(callsign)/2;</td><td class="ln">1071</td><td class="code"> int len2=strlen(callsign)/2;</td></tr>
<tr><td colspan="4" class="hunk">... 48 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1120</td><td class="code"></td><td class="ln">1120</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1121</td><td class="code"> pMechInfos++;</td><td class="ln">1121</td><td class="code"> pMechInfos++;</td></tr>
<tr class="eq"><td class="ln">1122</td><td class="code"> }</td><td class="ln">1122</td><td class="code"> }</td></tr>
<tr><td class="ln del">1123</td><td class="del code"> //채팅장의 내용을 그린다.</td><td class="ln add">1123</td><td class="add code"> //Draw the contents of the chat window.</td></tr>
<tr class="eq"><td class="ln">1124</td><td class="code"> stlport::list&lt;ChatData&gt;::iterator iter;</td><td class="ln">1124</td><td class="code"> stlport::list&lt;ChatData&gt;::iterator iter;</td></tr>
<tr class="eq"><td class="ln">1125</td><td class="code"> int cy=180;//chat_y</td><td class="ln">1125</td><td class="code"> int cy=180;//chat_y</td></tr>
<tr class="eq"><td class="ln">1126</td><td class="code"> for (iter = m_Messages.begin ();iter != m_Messages.end ();iter++){</td><td class="ln">1126</td><td class="code"> for (iter = m_Messages.begin ();iter != m_Messages.end ();iter++){</td></tr>
<tr><td colspan="4" class="hunk">... 18 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1145</td><td class="code"> iter = m_Messages.erase (iter);</td><td class="ln">1145</td><td class="code"> iter = m_Messages.erase (iter);</td></tr>
<tr class="eq"><td class="ln">1146</td><td class="code"> }</td><td class="ln">1146</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1147</td><td class="code"> /*</td><td class="ln">1147</td><td class="code"> /*</td></tr>
<tr><td class="ln del">1148</td><td class="del code"> //MWMission.cpp에서 가져온것인</td><td class="ln add">1148</td><td class="add code"> //Taken from MWMission.cpp</td></tr>
<tr class="eq"><td class="ln">1149</td><td class="code"> MWMission *mwmiss = Cast_Object (MWMission *,Mission::GetInstance ());</td><td class="ln">1149</td><td class="code"> MWMission *mwmiss = Cast_Object (MWMission *,Mission::GetInstance ());</td></tr>
<tr class="eq"><td class="ln">1150</td><td class="code"></td><td class="ln">1150</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1151</td><td class="code"> int death=0,kill=0;//,score</td><td class="ln">1151</td><td class="code"> int death=0,kill=0;//,score</td></tr>
<tr><td colspan="4" class="hunk">... 15 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1167</td><td class="code"> }else if(g_nTeamOrderMode==TEAM_MESSAGE2){</td><td class="ln">1167</td><td class="code"> }else if(g_nTeamOrderMode==TEAM_MESSAGE2){</td></tr>
<tr class="eq"><td class="ln">1168</td><td class="code"> ;//do nothing</td><td class="ln">1168</td><td class="code"> ;//do nothing</td></tr>
<tr class="eq"><td class="ln">1169</td><td class="code"> }</td><td class="ln">1169</td><td class="code"> }</td></tr>
<tr><td class="ln del">1170</td><td class="del code"> //상훈 뒤</td><td class="ln add">1170</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">1171</td><td class="code"> mfd_device.EndChannel();</td><td class="ln">1171</td><td class="code"> mfd_device.EndChannel();</td></tr>
<tr class="eq"><td class="ln">1172</td><td class="code"> } else {</td><td class="ln">1172</td><td class="code"> } else {</td></tr>
<tr class="eq"><td class="ln">1173</td><td class="code"> }//hsh_initialized</td><td class="ln">1173</td><td class="code"> }//hsh_initialized</td></tr>
<tr class="eq"><td class="ln">1174</td><td class="code">}</td><td class="ln">1174</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1175</td><td class="code"></td><td class="ln">1175</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1176</td><td class="code"></td><td class="ln">1176</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/hudcomm.cpp</h2>
<div class="summary">+4 -4 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td></tr>
<tr><td class="ln del">2</td><td class="del code">//상훈 앞</td><td class="ln add">2</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;MWMission.hpp&quot;</td><td class="ln">3</td><td class="code">#include &quot;MWMission.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">4</td><td class="code">#include &quot;VehicleInterface.hpp&quot;</td><td class="ln">4</td><td class="code">#include &quot;VehicleInterface.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">5</td><td class="code">#include &quot;Narc.hpp&quot;</td><td class="ln">5</td><td class="code">#include &quot;Narc.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 7 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">13</td><td class="code">#include &quot;mwguimanager.hpp&quot;</td><td class="ln">13</td><td class="code">#include &quot;mwguimanager.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">14</td><td class="code">#include &quot;MWPlayer.hpp&quot;</td><td class="ln">14</td><td class="code">#include &quot;MWPlayer.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">15</td><td class="code">#include &lt;Adept\Mission.hpp&gt;</td><td class="ln">15</td><td class="code">#include &lt;Adept\Mission.hpp&gt;</td></tr>
<tr><td class="ln del">16</td><td class="del code">//상훈 뒤</td><td class="ln add">16</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">17</td><td class="code"></td><td class="ln">17</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">18</td><td class="code">#include &quot;hudcomp.hpp&quot;</td><td class="ln">18</td><td class="code">#include &quot;hudcomp.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">19</td><td class="code">#include &quot;HUDComm.hpp&quot;</td><td class="ln">19</td><td class="code">#include &quot;HUDComm.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 5 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">25</td><td class="code">#include &quot;..\missionlang\resource.h&quot;</td><td class="ln">25</td><td class="code">#include &quot;..\missionlang\resource.h&quot;</td></tr>
<tr class="eq"><td class="ln">26</td><td class="code">#include &quot;mechlabheaders.h&quot;</td><td class="ln">26</td><td class="code">#include &quot;mechlabheaders.h&quot;</td></tr>
<tr class="eq"><td class="ln">27</td><td class="code"></td><td class="ln">27</td><td class="code"></td></tr>
<tr><td class="ln del">28</td><td class="del code">//상훈짱 begin</td><td class="ln add">28</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">29</td><td class="code">#include &lt;windows.h&gt;</td><td class="ln">29</td><td class="code">#include &lt;windows.h&gt;</td></tr>
<tr class="eq"><td class="ln">30</td><td class="code">#include &lt;ddraw.h&gt;</td><td class="ln">30</td><td class="code">#include &lt;ddraw.h&gt;</td></tr>
<tr class="eq"><td class="ln">31</td><td class="code">#include &lt;d3d.h&gt;</td><td class="ln">31</td><td class="code">#include &lt;d3d.h&gt;</td></tr>
<tr class="eq"><td class="ln">32</td><td class="code"></td><td class="ln">32</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">33</td><td class="code">#include &lt;GameOS\render.hpp&gt;</td><td class="ln">33</td><td class="code">#include &lt;GameOS\render.hpp&gt;</td></tr>
<tr class="eq"><td class="ln">34</td><td class="code"></td><td class="ln">34</td><td class="code"></td></tr>
<tr><td class="ln del">35</td><td class="del code">//상훈짱 end</td><td class="ln add">35</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">36</td><td class="code"></td><td class="ln">36</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">37</td><td class="code">using namespace MechWarrior4;</td><td class="ln">37</td><td class="code">using namespace MechWarrior4;</td></tr>
<tr class="eq"><td class="ln">38</td><td class="code"></td><td class="ln">38</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 552 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">591</td><td class="code">}</td><td class="ln">591</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">592</td><td class="code"></td><td class="ln">592</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">593</td><td class="code"></td><td class="ln">593</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/hudcomp.hpp</h2>
<div class="summary">+3 -3 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#pragma once</td><td class="ln">1</td><td class="code">#pragma once</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 329 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">333</td><td class="code"> { m_Justification = value; }</td><td class="ln">333</td><td class="code"> { m_Justification = value; }</td></tr>
<tr class="eq"><td class="ln">334</td><td class="code"> void Wrap (bool value)</td><td class="ln">334</td><td class="code"> void Wrap (bool value)</td></tr>
<tr class="eq"><td class="ln">335</td><td class="code"> { m_Wrap = value; }</td><td class="ln">335</td><td class="code"> { m_Wrap = value; }</td></tr>
<tr><td class="ln del">336</td><td class="del code"> //상훈</td><td class="ln add">336</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">337</td><td class="code"> void SetAsAlt(){</td><td class="ln">337</td><td class="code"> void SetAsAlt(){</td></tr>
<tr class="eq"><td class="ln">338</td><td class="code"> m_Font=altFontHandle;</td><td class="ln">338</td><td class="code"> m_Font=altFontHandle;</td></tr>
<tr class="eq"><td class="ln">339</td><td class="code"> }</td><td class="ln">339</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 41 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">381</td><td class="code"> virtual void EndPos (DWORD&amp; x,DWORD&amp; y, bool bAdjust = true);</td><td class="ln">381</td><td class="code"> virtual void EndPos (DWORD&amp; x,DWORD&amp; y, bool bAdjust = true);</td></tr>
<tr class="eq"><td class="ln">382</td><td class="code"> bool Empty (void)</td><td class="ln">382</td><td class="code"> bool Empty (void)</td></tr>
<tr class="eq"><td class="ln">383</td><td class="code"> { return (m_Text[0] == 0); }</td><td class="ln">383</td><td class="code"> { return (m_Text[0] == 0); }</td></tr>
<tr><td class="ln del">384</td><td class="del code"> //상훈 앞</td><td class="ln add">384</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">385</td><td class="code"> char *hsh_get_m_Text(){return m_Text;}</td><td class="ln">385</td><td class="code"> char *hsh_get_m_Text(){return m_Text;}</td></tr>
<tr><td class="ln del">386</td><td class="del code"> //상훈 뒤</td><td class="ln add">386</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">387</td><td class="code"> };</td><td class="ln">387</td><td class="code"> };</td></tr>
<tr class="eq"><td class="ln">388</td><td class="code"></td><td class="ln">388</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">389</td><td class="code"> class HUDNumberText : public HUDText</td><td class="ln">389</td><td class="code"> class HUDNumberText : public HUDText</td></tr>
<tr><td colspan="4" class="hunk">... 203 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">593</td><td class="code"></td><td class="ln">593</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">594</td><td class="code">}</td><td class="ln">594</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">595</td><td class="code"></td><td class="ln">595</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/hudcomp2.cpp</h2>
<div class="summary">+10 -10 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &quot;hudcomp.hpp&quot;</td><td class="ln">2</td><td class="code">#include &quot;hudcomp.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;hudcomp2.hpp&quot;</td><td class="ln">3</td><td class="code">#include &quot;hudcomp2.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 91 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">95</td><td class="code"></td><td class="ln">95</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">96</td><td class="code">void HUDTargetArrow::DrawImplementation(void)</td><td class="ln">96</td><td class="code">void HUDTargetArrow::DrawImplementation(void)</td></tr>
<tr class="eq"><td class="ln">97</td><td class="code">{</td><td class="ln">97</td><td class="code">{</td></tr>
<tr><td class="ln del">98</td><td class="del code"> //상훈-깜박임 처리는 어디서 하는지 찾아 볼것.</td><td class="ln add">98</td><td class="add code"> //sanghoon - need to find where blink handling is done.</td></tr>
<tr class="eq"><td class="ln">99</td><td class="code"> Point3D loc,size;</td><td class="ln">99</td><td class="code"> Point3D loc,size;</td></tr>
<tr class="eq"><td class="ln">100</td><td class="code"> DWORD color;</td><td class="ln">100</td><td class="code"> DWORD color;</td></tr>
<tr class="eq"><td class="ln">101</td><td class="code"> int textx,texty,ty2;</td><td class="ln">101</td><td class="code"> int textx,texty,ty2;</td></tr>
<tr><td colspan="4" class="hunk">... 106 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">208</td><td class="code"> {</td><td class="ln">208</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">209</td><td class="code"> size = m_Textures[5]-&gt;Size ();</td><td class="ln">209</td><td class="code"> size = m_Textures[5]-&gt;Size ();</td></tr>
<tr class="eq"><td class="ln">210</td><td class="code"> m_Textures[5]-&gt;Draw (Point3D (m_TargetX,m_TargetY,0.9f),size,color);</td><td class="ln">210</td><td class="code"> m_Textures[5]-&gt;Draw (Point3D (m_TargetX,m_TargetY,0.9f),size,color);</td></tr>
<tr><td class="ln del">211</td><td class="del code"> //꺽쇠 네개가 하나로 합쳐진 텍스쳐...</td><td class="ln add">211</td><td class="add code"> //Texture of four angle brackets merged into one...</td></tr>
<tr class="eq"><td class="ln">212</td><td class="code"> }</td><td class="ln">212</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">213</td><td class="code"> else</td><td class="ln">213</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">214</td><td class="code"> {</td><td class="ln">214</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 63 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">278</td><td class="code"> Scalar currentxval,currentyval;</td><td class="ln">278</td><td class="code"> Scalar currentxval,currentyval;</td></tr>
<tr class="eq"><td class="ln">279</td><td class="code"> Point3D size,loc,texsize;</td><td class="ln">279</td><td class="code"> Point3D size,loc,texsize;</td></tr>
<tr class="eq"><td class="ln">280</td><td class="code"></td><td class="ln">280</td><td class="code"></td></tr>
<tr><td class="ln del">281</td><td class="del code"> //x축을 나타내는 그래프를 그리는 루틴...</td><td class="ln add">281</td><td class="add code"> //Routine to draw the graph representing the x-axis...</td></tr>
<tr class="eq"><td class="ln">282</td><td class="code"> //_________________________________________________________________________</td><td class="ln">282</td><td class="code"> //_________________________________________________________________________</td></tr>
<tr class="eq"><td class="ln">283</td><td class="code"> size = TwistSize ();</td><td class="ln">283</td><td class="code"> size = TwistSize ();</td></tr>
<tr class="eq"><td class="ln">284</td><td class="code"> texsize = m_Textures[0]-&gt;Size ();</td><td class="ln">284</td><td class="code"> texsize = m_Textures[0]-&gt;Size ();</td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">289</td><td class="code"> if (currentxval &gt; 0)</td><td class="ln">289</td><td class="code"> if (currentxval &gt; 0)</td></tr>
<tr class="eq"><td class="ln">290</td><td class="code"> loc.x += 1.0f;</td><td class="ln">290</td><td class="code"> loc.x += 1.0f;</td></tr>
<tr class="eq"><td class="ln">291</td><td class="code"> DWORD color = DarkerColor (Color ());</td><td class="ln">291</td><td class="code"> DWORD color = DarkerColor (Color ());</td></tr>
<tr><td class="ln del">292</td><td class="del code"> //가로 ruler를 그린다.(화살표는 들어있지 않음)</td><td class="ln add">292</td><td class="add code"> //Draw horizontal ruler. (arrows not included)</td></tr>
<tr class="eq"><td class="ln">293</td><td class="code"> m_Textures[5]-&gt;Draw (loc,m_Textures[5]-&gt;Size (),color,HUDTexture::NO_FLIP,true);</td><td class="ln">293</td><td class="code"> m_Textures[5]-&gt;Draw (loc,m_Textures[5]-&gt;Size (),color,HUDTexture::NO_FLIP,true);</td></tr>
<tr class="eq"><td class="ln">294</td><td class="code"> color = Color ();</td><td class="ln">294</td><td class="code"> color = Color ();</td></tr>
<tr class="eq"><td class="ln">295</td><td class="code"> if (currentxval != 0)</td><td class="ln">295</td><td class="code"> if (currentxval != 0)</td></tr>
<tr><td colspan="4" class="hunk">... 19 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">315</td><td class="code"> ty= (DWORD) (loc.y+size.y+10);</td><td class="ln">315</td><td class="code"> ty= (DWORD) (loc.y+size.y+10);</td></tr>
<tr class="eq"><td class="ln">316</td><td class="code"> if ((currentxval &gt; 5) || (currentxval &lt; -5))</td><td class="ln">316</td><td class="code"> if ((currentxval &gt; 5) || (currentxval &lt; -5))</td></tr>
<tr class="eq"><td class="ln">317</td><td class="code"> {</td><td class="ln">317</td><td class="code"> {</td></tr>
<tr><td class="ln del">318</td><td class="del code"> //과도한 twist시에 방향표시해줌..</td><td class="ln add">318</td><td class="add code"> //Shows direction indicator when torso twist is excessive..</td></tr>
<tr class="eq"><td class="ln">319</td><td class="code"> m_TwistText-&gt;Draw (Point3D ((Scalar) tx,(Scalar) ty,0.9f));</td><td class="ln">319</td><td class="code"> m_TwistText-&gt;Draw (Point3D ((Scalar) tx,(Scalar) ty,0.9f));</td></tr>
<tr class="eq"><td class="ln">320</td><td class="code"> }</td><td class="ln">320</td><td class="code"> }</td></tr>
<tr><td class="ln del">321</td><td class="del code"> //상체표시 사각형..</td><td class="ln add">321</td><td class="add code"> //Upper body indicator rectangle..</td></tr>
<tr class="eq"><td class="ln">322</td><td class="code">// Changed Torso Bar from Green to Yellow</td><td class="ln">322</td><td class="code">// Changed Torso Bar from Green to Yellow</td></tr>
<tr class="eq"><td class="ln">323</td><td class="code">// MSL 5.00</td><td class="ln">323</td><td class="code">// MSL 5.00</td></tr>
<tr class="eq"><td class="ln">324</td><td class="code"> color = MakeColor (255,255,0,250);</td><td class="ln">324</td><td class="code"> color = MakeColor (255,255,0,250);</td></tr>
<tr class="eq"><td class="ln">325</td><td class="code"> my_DrawRect (min,(int) loc.y,max,(int) (loc.y+size.y),color);</td><td class="ln">325</td><td class="code"> my_DrawRect (min,(int) loc.y,max,(int) (loc.y+size.y),color);</td></tr>
<tr class="eq"><td class="ln">326</td><td class="code"></td><td class="ln">326</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">327</td><td class="code"> color = DarkerColor (Color ());</td><td class="ln">327</td><td class="code"> color = DarkerColor (Color ());</td></tr>
<tr><td class="ln del">328</td><td class="del code"> //위쪽, 상체 방향표시 화살표..</td><td class="ln add">328</td><td class="add code"> //Top arrow indicating upper body direction..</td></tr>
<tr class="eq"><td class="ln">329</td><td class="code"> m_Textures[2]-&gt;Draw (Point3D (loc.x-currentxval,loc.y-1,0.9f),texsize,color);</td><td class="ln">329</td><td class="code"> m_Textures[2]-&gt;Draw (Point3D (loc.x-currentxval,loc.y-1,0.9f),texsize,color);</td></tr>
<tr><td class="ln del">330</td><td class="del code"> //아래쪽. 중심표시 화살표..</td><td class="ln add">330</td><td class="add code"> //Bottom arrow indicating center position..</td></tr>
<tr class="eq"><td class="ln">331</td><td class="code"> m_Textures[3]-&gt;Draw (Point3D (loc.x-1,loc.y+size.y+1,0.9f),texsize,color);</td><td class="ln">331</td><td class="code"> m_Textures[3]-&gt;Draw (Point3D (loc.x-1,loc.y+size.y+1,0.9f),texsize,color);</td></tr>
<tr class="eq"><td class="ln">332</td><td class="code">// DrawLine ((int) (loc.x-currentxval),(int) (loc.y-1),(int) (loc.x-currentxval),(int) (loc.y+size.y),color);</td><td class="ln">332</td><td class="code">// DrawLine ((int) (loc.x-currentxval),(int) (loc.y-1),(int) (loc.x-currentxval),(int) (loc.y+size.y),color);</td></tr>
<tr class="eq"><td class="ln">333</td><td class="code"> }</td><td class="ln">333</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 5 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">339</td><td class="code">// DrawLine ((int) (loc.x),(int) (loc.y-1),(int) (loc.x),(int) (loc.y+size.y),color);</td><td class="ln">339</td><td class="code">// DrawLine ((int) (loc.x),(int) (loc.y-1),(int) (loc.x),(int) (loc.y+size.y),color);</td></tr>
<tr class="eq"><td class="ln">340</td><td class="code"> }</td><td class="ln">340</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">341</td><td class="code"></td><td class="ln">341</td><td class="code"></td></tr>
<tr><td class="ln del">342</td><td class="del code"> //y축을 나타내는 그래프를 그리는 루틴...&lt;==여기는 과도한 상하를 나타내는 텍스트가 없다.</td><td class="ln add">342</td><td class="add code"> //Routine to draw graph for y-axis... &lt;== no excessive up/down text here.</td></tr>
<tr class="eq"><td class="ln">343</td><td class="code"> //_________________________________________________________________________</td><td class="ln">343</td><td class="code"> //_________________________________________________________________________</td></tr>
<tr class="eq"><td class="ln">344</td><td class="code"> size = PitchSize ();</td><td class="ln">344</td><td class="code"> size = PitchSize ();</td></tr>
<tr class="eq"><td class="ln">345</td><td class="code"> currentyval = (m_TorsoPitch*size.y)/100.0f; // 33 is the width of the bar</td><td class="ln">345</td><td class="code"> currentyval = (m_TorsoPitch*size.y)/100.0f; // 33 is the width of the bar</td></tr>
<tr><td colspan="4" class="hunk">... 36 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">382</td><td class="code"> m_Textures[1]-&gt;Draw (Point3D (loc.x+size.x,loc.y,0.9f),texsize,color);</td><td class="ln">382</td><td class="code"> m_Textures[1]-&gt;Draw (Point3D (loc.x+size.x,loc.y,0.9f),texsize,color);</td></tr>
<tr class="eq"><td class="ln">383</td><td class="code">// DrawLine ((int) (loc.x-1),(int) (loc.y),(int) (loc.x+size.x+2),(int) (loc.y),color);</td><td class="ln">383</td><td class="code">// DrawLine ((int) (loc.x-1),(int) (loc.y),(int) (loc.x+size.x+2),(int) (loc.y),color);</td></tr>
<tr class="eq"><td class="ln">384</td><td class="code"> }</td><td class="ln">384</td><td class="code"> }</td></tr>
<tr><td class="ln del">385</td><td class="del code"> //끝.. DrawImplementation.</td><td class="ln add">385</td><td class="add code"> //End.. DrawImplementation.</td></tr>
<tr class="eq"><td class="ln">386</td><td class="code">}</td><td class="ln">386</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">387</td><td class="code"></td><td class="ln">387</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">388</td><td class="code"></td><td class="ln">388</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 189 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">578</td><td class="code"> }</td><td class="ln">578</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">579</td><td class="code">}</td><td class="ln">579</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">580</td><td class="code"></td><td class="ln">580</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/huddamage.cpp</h2>
<div class="summary">+34 -34 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &quot;hudcomp.hpp&quot;</td><td class="ln">2</td><td class="code">#include &quot;hudcomp.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;hudcomp2.hpp&quot;</td><td class="ln">3</td><td class="code">#include &quot;hudcomp2.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 5 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">9</td><td class="code">#include &quot;mwapplication.hpp&quot;</td><td class="ln">9</td><td class="code">#include &quot;mwapplication.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">10</td><td class="code">#include &quot;..\missionlang\resource.h&quot;</td><td class="ln">10</td><td class="code">#include &quot;..\missionlang\resource.h&quot;</td></tr>
<tr class="eq"><td class="ln">11</td><td class="code"></td><td class="ln">11</td><td class="code"></td></tr>
<tr><td class="ln del">12</td><td class="del code">//상훈짱 begin</td><td class="ln add">12</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">13</td><td class="code">#include &lt;windows.h&gt;</td><td class="ln">13</td><td class="code">#include &lt;windows.h&gt;</td></tr>
<tr class="eq"><td class="ln">14</td><td class="code">#include &lt;ddraw.h&gt;</td><td class="ln">14</td><td class="code">#include &lt;ddraw.h&gt;</td></tr>
<tr class="eq"><td class="ln">15</td><td class="code">#include &lt;d3d.h&gt;</td><td class="ln">15</td><td class="code">#include &lt;d3d.h&gt;</td></tr>
<tr><td colspan="4" class="hunk">... 18 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">34</td><td class="code">bool g_bCrossTargetMode = false;</td><td class="ln">34</td><td class="code">bool g_bCrossTargetMode = false;</td></tr>
<tr class="eq"><td class="ln">35</td><td class="code">// MSL 5.03 Secondary Damage Display</td><td class="ln">35</td><td class="code">// MSL 5.03 Secondary Damage Display</td></tr>
<tr class="eq"><td class="ln">36</td><td class="code">int g_nAuxilMode = 0;</td><td class="ln">36</td><td class="code">int g_nAuxilMode = 0;</td></tr>
<tr><td class="ln del">37</td><td class="del code">//상훈짱 end</td><td class="ln add">37</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">38</td><td class="code"></td><td class="ln">38</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">39</td><td class="code">using namespace MechWarrior4;</td><td class="ln">39</td><td class="code">using namespace MechWarrior4;</td></tr>
<tr class="eq"><td class="ln">40</td><td class="code">namespace HUDDAMAGE</td><td class="ln">40</td><td class="code">namespace HUDDAMAGE</td></tr>
<tr><td colspan="4" class="hunk">... 289 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">330</td><td class="code"> Color (MakeColor (0,175,0,150));</td><td class="ln">330</td><td class="code"> Color (MakeColor (0,175,0,150));</td></tr>
<tr class="eq"><td class="ln">331</td><td class="code"> m_DamageFlashTime = 0;</td><td class="ln">331</td><td class="code"> m_DamageFlashTime = 0;</td></tr>
<tr class="eq"><td class="ln">332</td><td class="code"> m_HitFlashTime = 0;</td><td class="ln">332</td><td class="code"> m_HitFlashTime = 0;</td></tr>
<tr><td class="ln del">333</td><td class="del code"> //상훈 앞</td><td class="ln add">333</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">334</td><td class="code"> VehicleInterface::GetInstance()-&gt;hudDamageMode=false;</td><td class="ln">334</td><td class="code"> VehicleInterface::GetInstance()-&gt;hudDamageMode=false;</td></tr>
<tr><td class="ln del">335</td><td class="del code"> //상훈 뒤</td><td class="ln add">335</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">336</td><td class="code"> m_ArmorMode = VehicleInterface::GetInstance()-&gt;hudDamageMode;</td><td class="ln">336</td><td class="code"> m_ArmorMode = VehicleInterface::GetInstance()-&gt;hudDamageMode;</td></tr>
<tr class="eq"><td class="ln">337</td><td class="code"> for (i=0;i&lt;MAX_HUD_DAMAGE_ZONE+1;i++)</td><td class="ln">337</td><td class="code"> for (i=0;i&lt;MAX_HUD_DAMAGE_ZONE+1;i++)</td></tr>
<tr class="eq"><td class="ln">338</td><td class="code"> {</td><td class="ln">338</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 71 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">410</td><td class="code"> }</td><td class="ln">410</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">411</td><td class="code"> else</td><td class="ln">411</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">412</td><td class="code"> {</td><td class="ln">412</td><td class="code"> {</td></tr>
<tr><td class="ln del">413</td><td class="del code"> //상훈</td><td class="ln add">413</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">414</td><td class="code"> mfd_device.LoadDamageTexture(texturename[m_MechID]);</td><td class="ln">414</td><td class="code"> mfd_device.LoadDamageTexture(texturename[m_MechID]);</td></tr>
<tr class="eq"><td class="ln">415</td><td class="code"> radar_device.LoadRadarDamageTexture(texturename[m_MechID]);</td><td class="ln">415</td><td class="code"> radar_device.LoadRadarDamageTexture(texturename[m_MechID]);</td></tr>
<tr class="eq"><td class="ln">416</td><td class="code"> }</td><td class="ln">416</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 47 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">464</td><td class="code"> m_ArmorValues[i] = values[i];</td><td class="ln">464</td><td class="code"> m_ArmorValues[i] = values[i];</td></tr>
<tr class="eq"><td class="ln">465</td><td class="code"> }</td><td class="ln">465</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">466</td><td class="code">}</td><td class="ln">466</td><td class="code">}</td></tr>
<tr><td class="ln del">467</td><td class="del code">//상훈 앞</td><td class="ln add">467</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">468</td><td class="code"></td><td class="ln">468</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">469</td><td class="code">//nst DWORD SH_DamageColor[6]={0xFFFFFFFF,0xFFCCCCCC,0xFF999999,0xFF666666,0xFF333333,0xFF000000};</td><td class="ln">469</td><td class="code">//nst DWORD SH_DamageColor[6]={0xFFFFFFFF,0xFFCCCCCC,0xFF999999,0xFF666666,0xFF333333,0xFF000000};</td></tr>
<tr class="eq"><td class="ln">470</td><td class="code">const DWORD SH_DamageColor[6]={0xFFFFFFFF,0xFFDDDDDD,0xFFBBBBBB,0xFF999999,0xFF777777,0xFF333333};</td><td class="ln">470</td><td class="code">const DWORD SH_DamageColor[6]={0xFFFFFFFF,0xFFDDDDDD,0xFFBBBBBB,0xFF999999,0xFF777777,0xFF333333};</td></tr>
<tr><td colspan="4" class="hunk">... 95 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">566</td><td class="code"> {504,245,566,382},</td><td class="ln">566</td><td class="code"> {504,245,566,382},</td></tr>
<tr class="eq"><td class="ln">567</td><td class="code"> {573,245,634,382},</td><td class="ln">567</td><td class="code"> {573,245,634,382},</td></tr>
<tr class="eq"><td class="ln">568</td><td class="code">};</td><td class="ln">568</td><td class="code">};</td></tr>
<tr><td class="ln del">569</td><td class="del code">//상훈 뒤</td><td class="ln add">569</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">570</td><td class="code"></td><td class="ln">570</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">571</td><td class="code">void HUDDamage::DrawImplementation(void)</td><td class="ln">571</td><td class="code">void HUDDamage::DrawImplementation(void)</td></tr>
<tr class="eq"><td class="ln">572</td><td class="code">{</td><td class="ln">572</td><td class="code">{</td></tr>
<tr><td colspan="4" class="hunk">... 59 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">632</td><td class="code"> color = Color ();</td><td class="ln">632</td><td class="code"> color = Color ();</td></tr>
<tr class="eq"><td class="ln">633</td><td class="code"> for (i=0;i&lt;10;i++)</td><td class="ln">633</td><td class="code"> for (i=0;i&lt;10;i++)</td></tr>
<tr class="eq"><td class="ln">634</td><td class="code"> {</td><td class="ln">634</td><td class="code"> {</td></tr>
<tr><td class="ln del">635</td><td class="del code"> //글자를 그리는 곳인가??</td><td class="ln add">635</td><td class="add code"> //Is this where text is drawn??</td></tr>
<tr class="eq"><td class="ln">636</td><td class="code"> m_Textures[20+i]-&gt;Draw (Point3D ((Scalar) bartable[i]+1.0f,(Scalar) y,0.9f),size,MakeColor (255,255,255,255),HUDTexture::NO_FLIP,true);</td><td class="ln">636</td><td class="code"> m_Textures[20+i]-&gt;Draw (Point3D ((Scalar) bartable[i]+1.0f,(Scalar) y,0.9f),size,MakeColor (255,255,255,255),HUDTexture::NO_FLIP,true);</td></tr>
<tr class="eq"><td class="ln">637</td><td class="code"> if (!(m_HitFlashCount[trans_array[i]] &amp; 0x01))</td><td class="ln">637</td><td class="code"> if (!(m_HitFlashCount[trans_array[i]] &amp; 0x01))</td></tr>
<tr class="eq"><td class="ln">638</td><td class="code"> {</td><td class="ln">638</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 113 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">752</td><td class="code"> fred = 0;</td><td class="ln">752</td><td class="code"> fred = 0;</td></tr>
<tr class="eq"><td class="ln">753</td><td class="code"></td><td class="ln">753</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">754</td><td class="code"> for (i=0;i&lt;11;i++)</td><td class="ln">754</td><td class="code"> for (i=0;i&lt;11;i++)</td></tr>
<tr><td class="ln del">755</td><td class="del code"> {//13이라는 숫자가 의미하는 것은 무엇일까?</td><td class="ln add">755</td><td class="add code"> {//What does the number 13 mean here?</td></tr>
<tr class="eq"><td class="ln">756</td><td class="code">#if 0</td><td class="ln">756</td><td class="code">#if 0</td></tr>
<tr class="eq"><td class="ln">757</td><td class="code"> if (i != fred)</td><td class="ln">757</td><td class="code"> if (i != fred)</td></tr>
<tr class="eq"><td class="ln">758</td><td class="code"> {</td><td class="ln">758</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 113 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">872</td><td class="code"> mfd_device.pD3DDevice-&gt;SetRenderState( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA );</td><td class="ln">872</td><td class="code"> mfd_device.pD3DDevice-&gt;SetRenderState( D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA );</td></tr>
<tr class="eq"><td class="ln">873</td><td class="code"> mfd_device.pD3DDevice-&gt;SetRenderState( D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA );</td><td class="ln">873</td><td class="code"> mfd_device.pD3DDevice-&gt;SetRenderState( D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA );</td></tr>
<tr class="eq"><td class="ln">874</td><td class="code"></td><td class="ln">874</td><td class="code"></td></tr>
<tr><td class="ln del">875</td><td class="del code"> //원래것은..13,14,14,14,14,14,14,14,16,14의 간격을 두고 있다.</td><td class="ln add">875</td><td class="add code"> //The original spacing is 13,14,14,14,14,14,14,14,16,14.</td></tr>
<tr class="eq"><td class="ln">876</td><td class="code"> const hsh_bartable[11] = {26+61*0,26+61*1,26+61*2,26+61*3,26+61*4,26+61*5,26+61*6,26+61*7,522,591,540};</td><td class="ln">876</td><td class="code"> const hsh_bartable[11] = {26+61*0,26+61*1,26+61*2,26+61*3,26+61*4,26+61*5,26+61*6,26+61*7,522,591,540};</td></tr>
<tr class="eq"><td class="ln">877</td><td class="code"></td><td class="ln">877</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">878</td><td class="code"> DWORD color=0xFFFFFFFF;</td><td class="ln">878</td><td class="code"> DWORD color=0xFFFFFFFF;</td></tr>
<tr><td colspan="4" class="hunk">... 28 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">907</td><td class="code"> radar_device.pDDSTarget-&gt;Blt(&amp;rc,NULL,NULL,DDBLT_COLORFILL ,&amp;fx);</td><td class="ln">907</td><td class="code"> radar_device.pDDSTarget-&gt;Blt(&amp;rc,NULL,NULL,DDBLT_COLORFILL ,&amp;fx);</td></tr>
<tr class="eq"><td class="ln">908</td><td class="code"></td><td class="ln">908</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">909</td><td class="code"> for (i=0;i&lt;11;i++)</td><td class="ln">909</td><td class="code"> for (i=0;i&lt;11;i++)</td></tr>
<tr><td class="ln del">910</td><td class="del code"> {//13이라는 숫자가 의미하는 것은 무엇일까?</td><td class="ln add">910</td><td class="add code"> {//What does the number 13 mean here?</td></tr>
<tr class="eq"><td class="ln">911</td><td class="code"> int dv=m_DamageValues[i];</td><td class="ln">911</td><td class="code"> int dv=m_DamageValues[i];</td></tr>
<tr class="eq"><td class="ln">912</td><td class="code"> DWORD color=0xFF000000;</td><td class="ln">912</td><td class="code"> DWORD color=0xFF000000;</td></tr>
<tr class="eq"><td class="ln">913</td><td class="code"> if(0&lt;=dv &amp;&amp; dv&lt;=5)</td><td class="ln">913</td><td class="code"> if(0&lt;=dv &amp;&amp; dv&lt;=5)</td></tr>
<tr><td colspan="4" class="hunk">... 34 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">948</td><td class="code"> {</td><td class="ln">948</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">949</td><td class="code"> if (m_ArmorValues[trans_array[i]] != -1)</td><td class="ln">949</td><td class="code"> if (m_ArmorValues[trans_array[i]] != -1)</td></tr>
<tr class="eq"><td class="ln">950</td><td class="code"> {</td><td class="ln">950</td><td class="code"> {</td></tr>
<tr><td class="ln del">951</td><td class="del code"> hsh_x=hsh_bartable[i];//7에서는 예외이다.</td><td class="ln add">951</td><td class="add code"> hsh_x=hsh_bartable[i];//Exception at index 7.</td></tr>
<tr class="eq"><td class="ln">952</td><td class="code"> int tr=trans_array[i];</td><td class="ln">952</td><td class="code"> int tr=trans_array[i];</td></tr>
<tr class="eq"><td class="ln">953</td><td class="code"></td><td class="ln">953</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">954</td><td class="code"> DWORD color=(m_HitFlashCount[tr] &amp; 0x01)? 0xFFFFFFFF : SH_DamageColor[m_DamageValues[tr]];</td><td class="ln">954</td><td class="code"> DWORD color=(m_HitFlashCount[tr] &amp; 0x01)? 0xFFFFFFFF : SH_DamageColor[m_DamageValues[tr]];</td></tr>
<tr><td colspan="4" class="hunk">... 44 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">999</td><td class="code"> mfd_device.LoadDamageTexture(texturename[m_MechID]);</td><td class="ln">999</td><td class="code"> mfd_device.LoadDamageTexture(texturename[m_MechID]);</td></tr>
<tr class="eq"><td class="ln">1000</td><td class="code"></td><td class="ln">1000</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1001</td><td class="code"> for (i=0;i&lt;13;i++)</td><td class="ln">1001</td><td class="code"> for (i=0;i&lt;13;i++)</td></tr>
<tr><td class="ln del">1002</td><td class="del code"> {//13이라는 숫자가 의미하는 것은 무엇일까?</td><td class="ln add">1002</td><td class="add code"> {//What does the number 13 mean here?</td></tr>
<tr class="eq"><td class="ln">1003</td><td class="code"> int dv=m_DamageValues[i];</td><td class="ln">1003</td><td class="code"> int dv=m_DamageValues[i];</td></tr>
<tr class="eq"><td class="ln">1004</td><td class="code"> DWORD color=0xFF000000;</td><td class="ln">1004</td><td class="code"> DWORD color=0xFF000000;</td></tr>
<tr class="eq"><td class="ln">1005</td><td class="code"> if(0&lt;=dv &amp;&amp; dv&lt;=5)color=SH_DamageColor[dv];</td><td class="ln">1005</td><td class="code"> if(0&lt;=dv &amp;&amp; dv&lt;=5)color=SH_DamageColor[dv];</td></tr>
<tr><td colspan="4" class="hunk">... 243 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1249</td><td class="code"> m_TargetName-&gt;Justification (HUDText::LEFT_ALIGN);</td><td class="ln">1249</td><td class="code"> m_TargetName-&gt;Justification (HUDText::LEFT_ALIGN);</td></tr>
<tr class="eq"><td class="ln">1250</td><td class="code"> m_TargetRangeText = new HUDNumberText ();</td><td class="ln">1250</td><td class="code"> m_TargetRangeText = new HUDNumberText ();</td></tr>
<tr class="eq"><td class="ln">1251</td><td class="code"> m_TargetRangeText-&gt;Justification (HUDText::LEFT_ALIGN);</td><td class="ln">1251</td><td class="code"> m_TargetRangeText-&gt;Justification (HUDText::LEFT_ALIGN);</td></tr>
<tr><td class="ln del">1252</td><td class="del code"> //상훈</td><td class="ln add">1252</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">1253</td><td class="code">// m_TargetRangeText-&gt;SetSize(HUDText::LARGE_SIZE);</td><td class="ln">1253</td><td class="code">// m_TargetRangeText-&gt;SetSize(HUDText::LARGE_SIZE);</td></tr>
<tr class="eq"><td class="ln">1254</td><td class="code"> m_TargetRangeText-&gt;SetSize(HUDText::MEDIUM_SIZE);</td><td class="ln">1254</td><td class="code"> m_TargetRangeText-&gt;SetSize(HUDText::MEDIUM_SIZE);</td></tr>
<tr class="eq"><td class="ln">1255</td><td class="code"> m_TargetAlignment = 0;</td><td class="ln">1255</td><td class="code"> m_TargetAlignment = 0;</td></tr>
<tr><td colspan="4" class="hunk">... 13 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1269</td><td class="code"> m_TargetMechID = 0;</td><td class="ln">1269</td><td class="code"> m_TargetMechID = 0;</td></tr>
<tr class="eq"><td class="ln">1270</td><td class="code"></td><td class="ln">1270</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1271</td><td class="code"> m_Weapons.clear ();</td><td class="ln">1271</td><td class="code"> m_Weapons.clear ();</td></tr>
<tr><td class="ln del">1272</td><td class="del code"> //상훈 앞</td><td class="ln add">1272</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">1273</td><td class="code"> VehicleInterface::GetInstance()-&gt;hudTargetDamageMode=false;</td><td class="ln">1273</td><td class="code"> VehicleInterface::GetInstance()-&gt;hudTargetDamageMode=false;</td></tr>
<tr><td class="ln del">1274</td><td class="del code"> //상훈 뒤</td><td class="ln add">1274</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">1275</td><td class="code"> m_ArmorMode = VehicleInterface::GetInstance()-&gt;hudTargetDamageMode;</td><td class="ln">1275</td><td class="code"> m_ArmorMode = VehicleInterface::GetInstance()-&gt;hudTargetDamageMode;</td></tr>
<tr class="eq"><td class="ln">1276</td><td class="code"> m_LastMechMode = false;</td><td class="ln">1276</td><td class="code"> m_LastMechMode = false;</td></tr>
<tr class="eq"><td class="ln">1277</td><td class="code">}</td><td class="ln">1277</td><td class="code">}</td></tr>
<tr><td colspan="4" class="hunk">... 37 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1315</td><td class="code"> }</td><td class="ln">1315</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1316</td><td class="code"> else</td><td class="ln">1316</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">1317</td><td class="code"> {</td><td class="ln">1317</td><td class="code"> {</td></tr>
<tr><td class="ln del">1318</td><td class="del code"> //상훈</td><td class="ln add">1318</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">1319</td><td class="code"> mfd_device.LoadTargetTexture(texturename[m_TargetMechID]);</td><td class="ln">1319</td><td class="code"> mfd_device.LoadTargetTexture(texturename[m_TargetMechID]);</td></tr>
<tr class="eq"><td class="ln">1320</td><td class="code"> }</td><td class="ln">1320</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1321</td><td class="code"></td><td class="ln">1321</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 442 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1764</td><td class="code"></td><td class="ln">1764</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1765</td><td class="code"> if (m_TargetTonnage == -1)</td><td class="ln">1765</td><td class="code"> if (m_TargetTonnage == -1)</td></tr>
<tr class="eq"><td class="ln">1766</td><td class="code"> {</td><td class="ln">1766</td><td class="code"> {</td></tr>
<tr><td class="ln del">1767</td><td class="del code"> //타켓이 메크가 아닐때..</td><td class="ln add">1767</td><td class="add code"> //When target is not a mech..</td></tr>
<tr class="eq"><td class="ln">1768</td><td class="code"> Verify (!m_ArmorMode); // only mechs show armor mode</td><td class="ln">1768</td><td class="code"> Verify (!m_ArmorMode); // only mechs show armor mode</td></tr>
<tr class="eq"><td class="ln">1769</td><td class="code"> if (m_TargetVehicle.GetCurrent()-&gt;IsDerivedFrom (MWObject::DefaultData))</td><td class="ln">1769</td><td class="code"> if (m_TargetVehicle.GetCurrent()-&gt;IsDerivedFrom (MWObject::DefaultData))</td></tr>
<tr class="eq"><td class="ln">1770</td><td class="code"> {</td><td class="ln">1770</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 34 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1805</td><td class="code"> }</td><td class="ln">1805</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1806</td><td class="code"> else</td><td class="ln">1806</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">1807</td><td class="code"> {</td><td class="ln">1807</td><td class="code"> {</td></tr>
<tr><td class="ln del">1808</td><td class="del code"> //타켓이 메크일때..</td><td class="ln add">1808</td><td class="add code"> //When target is a mech..</td></tr>
<tr class="eq"><td class="ln">1809</td><td class="code"> Verify (m_TargetVehicle.GetCurrent ()-&gt;IsDerivedFrom (Mech::DefaultData));</td><td class="ln">1809</td><td class="code"> Verify (m_TargetVehicle.GetCurrent ()-&gt;IsDerivedFrom (Mech::DefaultData));</td></tr>
<tr class="eq"><td class="ln">1810</td><td class="code"> Mech *mech = Cast_Object(Mech *, m_TargetVehicle.GetCurrent());</td><td class="ln">1810</td><td class="code"> Mech *mech = Cast_Object(Mech *, m_TargetVehicle.GetCurrent());</td></tr>
<tr class="eq"><td class="ln">1811</td><td class="code"> Check_Object (mech);</td><td class="ln">1811</td><td class="code"> Check_Object (mech);</td></tr>
<tr><td colspan="4" class="hunk">... 14 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1826</td><td class="code"></td><td class="ln">1826</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1827</td><td class="code"> if (m_ArmorMode)</td><td class="ln">1827</td><td class="code"> if (m_ArmorMode)</td></tr>
<tr class="eq"><td class="ln">1828</td><td class="code"> {</td><td class="ln">1828</td><td class="code"> {</td></tr>
<tr><td class="ln del">1829</td><td class="del code"> //타켓이 메크이고 아머 모드일때</td><td class="ln add">1829</td><td class="add code"> //When target is a mech and in armor mode</td></tr>
<tr class="eq"><td class="ln">1830</td><td class="code"> int x,y;</td><td class="ln">1830</td><td class="code"> int x,y;</td></tr>
<tr class="eq"><td class="ln">1831</td><td class="code"> size = m_Textures[20]-&gt;Size ();</td><td class="ln">1831</td><td class="code"> size = m_Textures[20]-&gt;Size ();</td></tr>
<tr class="eq"><td class="ln">1832</td><td class="code"></td><td class="ln">1832</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 64 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1897</td><td class="code"> }</td><td class="ln">1897</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1898</td><td class="code"> else</td><td class="ln">1898</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">1899</td><td class="code"> {</td><td class="ln">1899</td><td class="code"> {</td></tr>
<tr><td class="ln del">1900</td><td class="del code"> //상훈</td><td class="ln add">1900</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">1901</td><td class="code"> mfd_device.LoadTargetTexture(texturename[m_TargetMechID]);</td><td class="ln">1901</td><td class="code"> mfd_device.LoadTargetTexture(texturename[m_TargetMechID]);</td></tr>
<tr class="eq"><td class="ln">1902</td><td class="code"> }</td><td class="ln">1902</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1903</td><td class="code"></td><td class="ln">1903</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1910</td><td class="code"> fred = 0;</td><td class="ln">1910</td><td class="code"> fred = 0;</td></tr>
<tr class="eq"><td class="ln">1911</td><td class="code"></td><td class="ln">1911</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1912</td><td class="code"> for (i=0;i&lt;11;i++)</td><td class="ln">1912</td><td class="code"> for (i=0;i&lt;11;i++)</td></tr>
<tr><td class="ln del">1913</td><td class="del code"> {//13이라는 숫자가 의미하는 것은 무엇일까?</td><td class="ln add">1913</td><td class="add code"> {//What does the number 13 mean here?</td></tr>
<tr class="eq"><td class="ln">1914</td><td class="code">#if 0</td><td class="ln">1914</td><td class="code">#if 0</td></tr>
<tr class="eq"><td class="ln">1915</td><td class="code"> if (i != fred)</td><td class="ln">1915</td><td class="code"> if (i != fred)</td></tr>
<tr class="eq"><td class="ln">1916</td><td class="code"> {</td><td class="ln">1916</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 66 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1983</td><td class="code"></td><td class="ln">1983</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1984</td><td class="code"> if (m_TargetVehicle.GetCurrent ())</td><td class="ln">1984</td><td class="code"> if (m_TargetVehicle.GetCurrent ())</td></tr>
<tr class="eq"><td class="ln">1985</td><td class="code"> {</td><td class="ln">1985</td><td class="code"> {</td></tr>
<tr><td class="ln del">1986</td><td class="del code"> //3D target 또는 2D Target을 그린다.</td><td class="ln add">1986</td><td class="add code"> //Draw 3D target or 2D target.</td></tr>
<tr class="eq"><td class="ln">1987</td><td class="code"> if (!m_ArmorMode)</td><td class="ln">1987</td><td class="code"> if (!m_ArmorMode)</td></tr>
<tr class="eq"><td class="ln">1988</td><td class="code"> {</td><td class="ln">1988</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">1989</td><td class="code"> if(g_f3dtarget)</td><td class="ln">1989</td><td class="code"> if(g_f3dtarget)</td></tr>
<tr><td colspan="4" class="hunk">... 16 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2006</td><td class="code"> int mechindex=GetMechIndex(model-&gt;mechID);</td><td class="ln">2006</td><td class="code"> int mechindex=GetMechIndex(model-&gt;mechID);</td></tr>
<tr class="eq"><td class="ln">2007</td><td class="code"> if(mechindex&gt;=0)</td><td class="ln">2007</td><td class="code"> if(mechindex&gt;=0)</td></tr>
<tr class="eq"><td class="ln">2008</td><td class="code"> {</td><td class="ln">2008</td><td class="code"> {</td></tr>
<tr><td class="ln del">2009</td><td class="del code"> //지원되는 mech만 그린다.</td><td class="ln add">2009</td><td class="add code"> //Draw only supported mechs.</td></tr>
<tr class="eq"><td class="ln">2010</td><td class="code">// MSL 5.02 Target MFD Image</td><td class="ln">2010</td><td class="code">// MSL 5.02 Target MFD Image</td></tr>
<tr class="eq"><td class="ln">2011</td><td class="code"> int x=(mechindex%8)*128;</td><td class="ln">2011</td><td class="code"> int x=(mechindex%8)*128;</td></tr>
<tr class="eq"><td class="ln">2012</td><td class="code"> int y=(mechindex/8)*128;</td><td class="ln">2012</td><td class="code"> int y=(mechindex/8)*128;</td></tr>
<tr class="eq"><td class="ln">2013</td><td class="code">// int x=(mechindex%4)*128;</td><td class="ln">2013</td><td class="code">// int x=(mechindex%4)*128;</td></tr>
<tr class="eq"><td class="ln">2014</td><td class="code">// int y=(mechindex/4)*128;</td><td class="ln">2014</td><td class="code">// int y=(mechindex/4)*128;</td></tr>
<tr class="eq"><td class="ln">2015</td><td class="code"></td><td class="ln">2015</td><td class="code"></td></tr>
<tr><td class="ln del">2016</td><td class="del code"> //Target을 2D로 그린다.</td><td class="ln add">2016</td><td class="add code"> //Draw target in 2D.</td></tr>
<tr class="eq"><td class="ln">2017</td><td class="code"> mfd_device.pD3DDevice-&gt;SetTexture(0,mfd_device.pDDSMechTexture);</td><td class="ln">2017</td><td class="code"> mfd_device.pD3DDevice-&gt;SetTexture(0,mfd_device.pDDSMechTexture);</td></tr>
<tr class="eq"><td class="ln">2018</td><td class="code"> mfd_device.pD3DDevice-&gt;SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);</td><td class="ln">2018</td><td class="code"> mfd_device.pD3DDevice-&gt;SetRenderState( D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);</td></tr>
<tr class="eq"><td class="ln">2019</td><td class="code"> mfd_device.pD3DDevice-&gt;SetTextureStageState(0,D3DTSS_MAGFILTER,D3DTFG_LINEAR);</td><td class="ln">2019</td><td class="code"> mfd_device.pD3DDevice-&gt;SetTextureStageState(0,D3DTSS_MAGFILTER,D3DTFG_LINEAR);</td></tr>
<tr class="eq"><td class="ln">2020</td><td class="code"> mfd_device.pD3DDevice-&gt;SetTextureStageState(0,D3DTSS_MINFILTER,D3DTFG_LINEAR);</td><td class="ln">2020</td><td class="code"> mfd_device.pD3DDevice-&gt;SetTextureStageState(0,D3DTSS_MINFILTER,D3DTFG_LINEAR);</td></tr>
<tr><td class="ln del">2021</td><td class="del code"> //메크의 종류별로 좌표를 계산하는.. 루틴을 작성하여 집어 넣을것...</td><td class="ln add">2021</td><td class="add code"> //Need to write routine to calculate coordinates per mech type...</td></tr>
<tr class="eq"><td class="ln">2022</td><td class="code">// MSL 5.02 Target MFD Image</td><td class="ln">2022</td><td class="code">// MSL 5.02 Target MFD Image</td></tr>
<tr class="eq"><td class="ln">2023</td><td class="code"> mfd_device.tw=1024,mfd_device.th=1024;</td><td class="ln">2023</td><td class="code"> mfd_device.tw=1024,mfd_device.th=1024;</td></tr>
<tr class="eq"><td class="ln">2024</td><td class="code">// MSL 5.02 Target MFD Image Resize</td><td class="ln">2024</td><td class="code">// MSL 5.02 Target MFD Image Resize</td></tr>
<tr><td colspan="4" class="hunk">... 35 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2060</td><td class="code"> radar_device.pDDSTarget-&gt;Blt(&amp;rc,NULL,NULL,DDBLT_COLORFILL ,&amp;fx);</td><td class="ln">2060</td><td class="code"> radar_device.pDDSTarget-&gt;Blt(&amp;rc,NULL,NULL,DDBLT_COLORFILL ,&amp;fx);</td></tr>
<tr class="eq"><td class="ln">2061</td><td class="code"></td><td class="ln">2061</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2062</td><td class="code"> for (int i=0;i&lt;11;i++)</td><td class="ln">2062</td><td class="code"> for (int i=0;i&lt;11;i++)</td></tr>
<tr><td class="ln del">2063</td><td class="del code"> {//13이라는 숫자가 의미하는 것은 무엇일까?</td><td class="ln add">2063</td><td class="add code"> {//What does the number 13 mean here?</td></tr>
<tr class="eq"><td class="ln">2064</td><td class="code"> int dv=m_DamageValues[i];</td><td class="ln">2064</td><td class="code"> int dv=m_DamageValues[i];</td></tr>
<tr class="eq"><td class="ln">2065</td><td class="code"> DWORD color=0xFF000000;</td><td class="ln">2065</td><td class="code"> DWORD color=0xFF000000;</td></tr>
<tr class="eq"><td class="ln">2066</td><td class="code"> if(0&lt;=dv &amp;&amp; dv&lt;=5)</td><td class="ln">2066</td><td class="code"> if(0&lt;=dv &amp;&amp; dv&lt;=5)</td></tr>
<tr><td colspan="4" class="hunk">... 36 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2103</td><td class="code"> if (m_ShowData)</td><td class="ln">2103</td><td class="code"> if (m_ShowData)</td></tr>
<tr class="eq"><td class="ln">2104</td><td class="code"> {</td><td class="ln">2104</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2105</td><td class="code"></td><td class="ln">2105</td><td class="code"></td></tr>
<tr><td class="ln del">2106</td><td class="del code"> //좌측 하단의 target의 무기의 상태를 표시하는 루틴..</td><td class="ln add">2106</td><td class="add code"> //Routine to display weapon status of target in lower-left..</td></tr>
<tr class="eq"><td class="ln">2107</td><td class="code"> if (!m_ArmorMode)</td><td class="ln">2107</td><td class="code"> if (!m_ArmorMode)</td></tr>
<tr class="eq"><td class="ln">2108</td><td class="code"> {</td><td class="ln">2108</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2109</td><td class="code"> stlport::vector&lt;WeaponData&gt;::iterator iter;</td><td class="ln">2109</td><td class="code"> stlport::vector&lt;WeaponData&gt;::iterator iter;</td></tr>
<tr><td colspan="4" class="hunk">... 24 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2134</td><td class="code"></td><td class="ln">2134</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2135</td><td class="code"> if (m_TargetTonnage == -1)</td><td class="ln">2135</td><td class="code"> if (m_TargetTonnage == -1)</td></tr>
<tr class="eq"><td class="ln">2136</td><td class="code"> {</td><td class="ln">2136</td><td class="code"> {</td></tr>
<tr><td class="ln del">2137</td><td class="del code"> //타켓이 메크가 아닐때..</td><td class="ln add">2137</td><td class="add code"> //When target is not a mech..</td></tr>
<tr class="eq"><td class="ln">2138</td><td class="code"> Verify (!m_ArmorMode); // only mechs show armor mode</td><td class="ln">2138</td><td class="code"> Verify (!m_ArmorMode); // only mechs show armor mode</td></tr>
<tr class="eq"><td class="ln">2139</td><td class="code"> if (m_TargetVehicle.GetCurrent()-&gt;IsDerivedFrom (MWObject::DefaultData))</td><td class="ln">2139</td><td class="code"> if (m_TargetVehicle.GetCurrent()-&gt;IsDerivedFrom (MWObject::DefaultData))</td></tr>
<tr class="eq"><td class="ln">2140</td><td class="code"> {</td><td class="ln">2140</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2145</td><td class="code"> m_ArmorValues[0] = (veh-&gt;m_HitPoints / veh-&gt;m_MaxHitPoints);</td><td class="ln">2145</td><td class="code"> m_ArmorValues[0] = (veh-&gt;m_HitPoints / veh-&gt;m_MaxHitPoints);</td></tr>
<tr class="eq"><td class="ln">2146</td><td class="code"> if (m_ArmorValues[0] != -1)</td><td class="ln">2146</td><td class="code"> if (m_ArmorValues[0] != -1)</td></tr>
<tr class="eq"><td class="ln">2147</td><td class="code"> {</td><td class="ln">2147</td><td class="code"> {</td></tr>
<tr><td class="ln del">2148</td><td class="del code"> //데미지 막대 그래프를 그린다. 높이와 색상 동시에 표현된다.</td><td class="ln add">2148</td><td class="add code"> //Draw damage bar graph. Height and color are expressed simultaneously.</td></tr>
<tr class="eq"><td class="ln">2149</td><td class="code"> int level;</td><td class="ln">2149</td><td class="code"> int level;</td></tr>
<tr class="eq"><td class="ln">2150</td><td class="code"> level = (int) ((m_ArmorValues[0]*(MAX_HUD_DAMAGE_LEVEL))+0.5f);</td><td class="ln">2150</td><td class="code"> level = (int) ((m_ArmorValues[0]*(MAX_HUD_DAMAGE_LEVEL))+0.5f);</td></tr>
<tr class="eq"><td class="ln">2151</td><td class="code"> level = MAX_HUD_DAMAGE_LEVEL - level;</td><td class="ln">2151</td><td class="code"> level = MAX_HUD_DAMAGE_LEVEL - level;</td></tr>
<tr><td colspan="4" class="hunk">... 8 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2160</td><td class="code"> }//When the target is not a mech.</td><td class="ln">2160</td><td class="code"> }//When the target is not a mech.</td></tr>
<tr class="eq"><td class="ln">2161</td><td class="code"> else</td><td class="ln">2161</td><td class="code"> else</td></tr>
<tr class="eq"><td class="ln">2162</td><td class="code"> {</td><td class="ln">2162</td><td class="code"> {</td></tr>
<tr><td class="ln del">2163</td><td class="del code"> //타켓이 메크일때..</td><td class="ln add">2163</td><td class="add code"> //When target is a mech..</td></tr>
<tr class="eq"><td class="ln">2164</td><td class="code"> Verify (m_TargetVehicle.GetCurrent ()-&gt;IsDerivedFrom (Mech::DefaultData));</td><td class="ln">2164</td><td class="code"> Verify (m_TargetVehicle.GetCurrent ()-&gt;IsDerivedFrom (Mech::DefaultData));</td></tr>
<tr class="eq"><td class="ln">2165</td><td class="code"> Mech *mech = Cast_Object(Mech *, m_TargetVehicle.GetCurrent());</td><td class="ln">2165</td><td class="code"> Mech *mech = Cast_Object(Mech *, m_TargetVehicle.GetCurrent());</td></tr>
<tr class="eq"><td class="ln">2166</td><td class="code"> Check_Object (mech);</td><td class="ln">2166</td><td class="code"> Check_Object (mech);</td></tr>
<tr><td colspan="4" class="hunk">... 11 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2178</td><td class="code"></td><td class="ln">2178</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2179</td><td class="code"> if (m_ArmorMode)</td><td class="ln">2179</td><td class="code"> if (m_ArmorMode)</td></tr>
<tr class="eq"><td class="ln">2180</td><td class="code"> {</td><td class="ln">2180</td><td class="code"> {</td></tr>
<tr><td class="ln del">2181</td><td class="del code"> //타켓이 메크이고 아머 모드일때</td><td class="ln add">2181</td><td class="add code"> //When target is a mech and in armor mode</td></tr>
<tr class="eq"><td class="ln">2182</td><td class="code"> for (i=0;i&lt;MAX_HUD_DAMAGE_ZONE;i++)</td><td class="ln">2182</td><td class="code"> for (i=0;i&lt;MAX_HUD_DAMAGE_ZONE;i++)</td></tr>
<tr class="eq"><td class="ln">2183</td><td class="code"> {</td><td class="ln">2183</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2184</td><td class="code"> int tr=trans_array[i];</td><td class="ln">2184</td><td class="code"> int tr=trans_array[i];</td></tr>
<tr><td colspan="4" class="hunk">... 23 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2208</td><td class="code">// MSL 5.03 Target Damage Display</td><td class="ln">2208</td><td class="code">// MSL 5.03 Target Damage Display</td></tr>
<tr class="eq"><td class="ln">2209</td><td class="code"> mfd_device.LoadTargetTexture(texturename[m_TargetMechID]);</td><td class="ln">2209</td><td class="code"> mfd_device.LoadTargetTexture(texturename[m_TargetMechID]);</td></tr>
<tr class="eq"><td class="ln">2210</td><td class="code"></td><td class="ln">2210</td><td class="code"></td></tr>
<tr><td class="ln del">2211</td><td class="del code"> //타켓이 메크이고 아머 모드가 아닐때..</td><td class="ln add">2211</td><td class="add code"> //When target is a mech and NOT in armor mode..</td></tr>
<tr class="eq"><td class="ln">2212</td><td class="code"> if(mfd_device.pDDSTargetTexture==0)</td><td class="ln">2212</td><td class="code"> if(mfd_device.pDDSTargetTexture==0)</td></tr>
<tr class="eq"><td class="ln">2213</td><td class="code"> mfd_device.LoadTargetTexture(texturename[m_TargetMechID]);</td><td class="ln">2213</td><td class="code"> mfd_device.LoadTargetTexture(texturename[m_TargetMechID]);</td></tr>
<tr class="eq"><td class="ln">2214</td><td class="code"></td><td class="ln">2214</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2215</td><td class="code"> for (i=0;i&lt;11;i++)</td><td class="ln">2215</td><td class="code"> for (i=0;i&lt;11;i++)</td></tr>
<tr><td class="ln del">2216</td><td class="del code"> {//13이라는 숫자가 의미하는 것은 무엇일까?</td><td class="ln add">2216</td><td class="add code"> {//What does the number 13 mean here?</td></tr>
<tr class="eq"><td class="ln">2217</td><td class="code"> int dv=m_DamageValues[i];</td><td class="ln">2217</td><td class="code"> int dv=m_DamageValues[i];</td></tr>
<tr class="eq"><td class="ln">2218</td><td class="code"> DWORD color=0xFF000000;</td><td class="ln">2218</td><td class="code"> DWORD color=0xFF000000;</td></tr>
<tr class="eq"><td class="ln">2219</td><td class="code"> if(0&lt;=dv &amp;&amp; dv&lt;=5)color=SH_DamageColor[dv];</td><td class="ln">2219</td><td class="code"> if(0&lt;=dv &amp;&amp; dv&lt;=5)color=SH_DamageColor[dv];</td></tr>
<tr><td colspan="4" class="hunk">... 40 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2260</td><td class="code">}</td><td class="ln">2260</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">2261</td><td class="code"></td><td class="ln">2261</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2262</td><td class="code"></td><td class="ln">2262</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/huddamage.hpp</h2>
<div class="summary">+6 -6 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code"></td><td class="ln">1</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#pragma once</td><td class="ln">2</td><td class="code">#pragma once</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 73 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">77</td><td class="code"> int m_TargetMechID;</td><td class="ln">77</td><td class="code"> int m_TargetMechID;</td></tr>
<tr class="eq"><td class="ln">78</td><td class="code"> bool m_ShowData;</td><td class="ln">78</td><td class="code"> bool m_ShowData;</td></tr>
<tr class="eq"><td class="ln">79</td><td class="code"> bool m_LastMechMode;</td><td class="ln">79</td><td class="code"> bool m_LastMechMode;</td></tr>
<tr><td class="ln del">80</td><td class="del code"> //상훈 앞</td><td class="ln add">80</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">81</td><td class="code"> public:</td><td class="ln">81</td><td class="code"> public:</td></tr>
<tr class="eq"><td class="ln">82</td><td class="code"> char hsh_targetname[64];</td><td class="ln">82</td><td class="code"> char hsh_targetname[64];</td></tr>
<tr class="eq"><td class="ln">83</td><td class="code"> char hsh_targetrange[64];</td><td class="ln">83</td><td class="code"> char hsh_targetrange[64];</td></tr>
<tr><td class="ln del">84</td><td class="del code"> //상훈 뒤</td><td class="ln add">84</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">85</td><td class="code"></td><td class="ln">85</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">86</td><td class="code"> public:</td><td class="ln">86</td><td class="code"> public:</td></tr>
<tr class="eq"><td class="ln">87</td><td class="code"> HUDTargetDamage();</td><td class="ln">87</td><td class="code"> HUDTargetDamage();</td></tr>
<tr><td colspan="4" class="hunk">... 9 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">97</td><td class="code"> void TargetName (char *name)</td><td class="ln">97</td><td class="code"> void TargetName (char *name)</td></tr>
<tr class="eq"><td class="ln">98</td><td class="code"> {</td><td class="ln">98</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">99</td><td class="code"> m_TargetName-&gt;UpdateText (name);</td><td class="ln">99</td><td class="code"> m_TargetName-&gt;UpdateText (name);</td></tr>
<tr><td class="ln del">100</td><td class="del code"> //상훈 앞</td><td class="ln add">100</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">101</td><td class="code"> strncpy(hsh_targetname,name,sizeof(hsh_targetname));</td><td class="ln">101</td><td class="code"> strncpy(hsh_targetname,name,sizeof(hsh_targetname));</td></tr>
<tr class="eq"><td class="ln">102</td><td class="code"> hsh_targetname[sizeof(hsh_targetname)-1]=0;</td><td class="ln">102</td><td class="code"> hsh_targetname[sizeof(hsh_targetname)-1]=0;</td></tr>
<tr><td class="ln del">103</td><td class="del code"> //상훈 뒤</td><td class="ln add">103</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">104</td><td class="code"> }</td><td class="ln">104</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">105</td><td class="code"> void TargetRange (Stuff::Scalar value)</td><td class="ln">105</td><td class="code"> void TargetRange (Stuff::Scalar value)</td></tr>
<tr class="eq"><td class="ln">106</td><td class="code"> {</td><td class="ln">106</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 1 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">108</td><td class="code"> int temp = (int) value;</td><td class="ln">108</td><td class="code"> int temp = (int) value;</td></tr>
<tr class="eq"><td class="ln">109</td><td class="code"> sprintf (text,&quot;%dm&quot;,temp);</td><td class="ln">109</td><td class="code"> sprintf (text,&quot;%dm&quot;,temp);</td></tr>
<tr class="eq"><td class="ln">110</td><td class="code"> m_TargetRangeText-&gt;UpdateText (text);</td><td class="ln">110</td><td class="code"> m_TargetRangeText-&gt;UpdateText (text);</td></tr>
<tr><td class="ln del">111</td><td class="del code"> //상훈 앞</td><td class="ln add">111</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">112</td><td class="code"> strncpy(hsh_targetrange,text,sizeof(hsh_targetrange));</td><td class="ln">112</td><td class="code"> strncpy(hsh_targetrange,text,sizeof(hsh_targetrange));</td></tr>
<tr class="eq"><td class="ln">113</td><td class="code"> hsh_targetrange[sizeof(hsh_targetrange)-1]=0;</td><td class="ln">113</td><td class="code"> hsh_targetrange[sizeof(hsh_targetrange)-1]=0;</td></tr>
<tr><td class="ln del">114</td><td class="del code"> //상훈 뒤</td><td class="ln add">114</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">115</td><td class="code"> }</td><td class="ln">115</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">116</td><td class="code"> void TargetTonnage (Stuff::Scalar value);</td><td class="ln">116</td><td class="code"> void TargetTonnage (Stuff::Scalar value);</td></tr>
<tr class="eq"><td class="ln">117</td><td class="code"> void TargetAlignment (int value)</td><td class="ln">117</td><td class="code"> void TargetAlignment (int value)</td></tr>
<tr><td colspan="4" class="hunk">... 9 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">127</td><td class="code"> };</td><td class="ln">127</td><td class="code"> };</td></tr>
<tr class="eq"><td class="ln">128</td><td class="code">}</td><td class="ln">128</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">129</td><td class="code"></td><td class="ln">129</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/hudmap.cpp</h2>
<div class="summary">+8 -8 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &quot;hudcomp.hpp&quot;</td><td class="ln">2</td><td class="code">#include &quot;hudcomp.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;HUDMap.hpp&quot;</td><td class="ln">3</td><td class="code">#include &quot;HUDMap.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">8</td><td class="code">#include &quot;mwapplication.hpp&quot;</td><td class="ln">8</td><td class="code">#include &quot;mwapplication.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">9</td><td class="code">// MSL 5.02 Nav Points</td><td class="ln">9</td><td class="code">// MSL 5.02 Nav Points</td></tr>
<tr class="eq"><td class="ln">10</td><td class="code">#include &quot;navpoint.hpp&quot;</td><td class="ln">10</td><td class="code">#include &quot;navpoint.hpp&quot;</td></tr>
<tr><td class="ln del">11</td><td class="del code">//상훈짱 begin</td><td class="ln add">11</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">12</td><td class="code">#include &lt;windows.h&gt;</td><td class="ln">12</td><td class="code">#include &lt;windows.h&gt;</td></tr>
<tr class="eq"><td class="ln">13</td><td class="code">#include &lt;ddraw.h&gt;</td><td class="ln">13</td><td class="code">#include &lt;ddraw.h&gt;</td></tr>
<tr class="eq"><td class="ln">14</td><td class="code">#include &lt;d3d.h&gt;</td><td class="ln">14</td><td class="code">#include &lt;d3d.h&gt;</td></tr>
<tr class="eq"><td class="ln">15</td><td class="code"></td><td class="ln">15</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">16</td><td class="code">#include &lt;GameOS\render.hpp&gt;</td><td class="ln">16</td><td class="code">#include &lt;GameOS\render.hpp&gt;</td></tr>
<tr class="eq"><td class="ln">17</td><td class="code">extern char AssetsDirectory1[MAX_PATH];</td><td class="ln">17</td><td class="code">extern char AssetsDirectory1[MAX_PATH];</td></tr>
<tr><td class="ln del">18</td><td class="del code">//상훈짱 end</td><td class="ln add">18</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">19</td><td class="code"></td><td class="ln">19</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">20</td><td class="code">const Stuff::Time SHOT_TIME = 2.0;</td><td class="ln">20</td><td class="code">const Stuff::Time SHOT_TIME = 2.0;</td></tr>
<tr class="eq"><td class="ln">21</td><td class="code"></td><td class="ln">21</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 15 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">37</td><td class="code"> AddTexture (&quot;hud\\map&quot;,0,28,28,228,228);</td><td class="ln">37</td><td class="code"> AddTexture (&quot;hud\\map&quot;,0,28,28,228,228);</td></tr>
<tr class="eq"><td class="ln">38</td><td class="code"> else{</td><td class="ln">38</td><td class="code"> else{</td></tr>
<tr class="eq"><td class="ln">39</td><td class="code"> AddTexture (model-&gt;m_HudMap,0,0,0,255,255);</td><td class="ln">39</td><td class="code"> AddTexture (model-&gt;m_HudMap,0,0,0,255,255);</td></tr>
<tr><td class="ln del">40</td><td class="del code"> //상훈 앞</td><td class="ln add">40</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">41</td><td class="code"> radar_device.MapDrawn=false;</td><td class="ln">41</td><td class="code"> radar_device.MapDrawn=false;</td></tr>
<tr class="eq"><td class="ln">42</td><td class="code"> /*</td><td class="ln">42</td><td class="code"> /*</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code"> if(hsh_initialized){</td><td class="ln">43</td><td class="code"> if(hsh_initialized){</td></tr>
<tr><td colspan="4" class="hunk">... 5 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">49</td><td class="code"> radar_device.MapDrawn=true;</td><td class="ln">49</td><td class="code"> radar_device.MapDrawn=true;</td></tr>
<tr class="eq"><td class="ln">50</td><td class="code"> }</td><td class="ln">50</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">51</td><td class="code"> */</td><td class="ln">51</td><td class="code"> */</td></tr>
<tr><td class="ln del">52</td><td class="del code"> //상훈 뒤</td><td class="ln add">52</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">53</td><td class="code"> }</td><td class="ln">53</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">54</td><td class="code"></td><td class="ln">54</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">55</td><td class="code"> Location (Point3D (301,399,0.9f));</td><td class="ln">55</td><td class="code"> Location (Point3D (301,399,0.9f));</td></tr>
<tr><td colspan="4" class="hunk">... 98 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">154</td><td class="code"> Point3D loc,size;</td><td class="ln">154</td><td class="code"> Point3D loc,size;</td></tr>
<tr class="eq"><td class="ln">155</td><td class="code"> int i;</td><td class="ln">155</td><td class="code"> int i;</td></tr>
<tr class="eq"><td class="ln">156</td><td class="code"></td><td class="ln">156</td><td class="code"></td></tr>
<tr><td class="ln del">157</td><td class="del code"> //맵을 그린다.</td><td class="ln add">157</td><td class="add code"> //Draw the map.</td></tr>
<tr class="eq"><td class="ln">158</td><td class="code"> Vehicle *vehicle = m_Vehicle.GetCurrent();</td><td class="ln">158</td><td class="code"> Vehicle *vehicle = m_Vehicle.GetCurrent();</td></tr>
<tr class="eq"><td class="ln">159</td><td class="code"></td><td class="ln">159</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">160</td><td class="code"> loc = Location ();</td><td class="ln">160</td><td class="code"> loc = Location ();</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">163</td><td class="code">// loc.y -= (size.y/2.0f);</td><td class="ln">163</td><td class="code">// loc.y -= (size.y/2.0f);</td></tr>
<tr class="eq"><td class="ln">164</td><td class="code"> m_Textures[0]-&gt;Draw (loc,size,MakeColor (255,255,255,255),HUDTexture::NO_FLIP,true);</td><td class="ln">164</td><td class="code"> m_Textures[0]-&gt;Draw (loc,size,MakeColor (255,255,255,255),HUDTexture::NO_FLIP,true);</td></tr>
<tr class="eq"><td class="ln">165</td><td class="code"></td><td class="ln">165</td><td class="code"></td></tr>
<tr><td class="ln del">166</td><td class="del code"> //Torso Sweep(파이모양 시야각 표시도형)을 표시한다.</td><td class="ln add">166</td><td class="add code"> //Display Torso Sweep (pie-shaped field-of-view indicator).</td></tr>
<tr class="eq"><td class="ln">167</td><td class="code"> if (NULL == vehicle)</td><td class="ln">167</td><td class="code"> if (NULL == vehicle)</td></tr>
<tr class="eq"><td class="ln">168</td><td class="code"> return;</td><td class="ln">168</td><td class="code"> return;</td></tr>
<tr class="eq"><td class="ln">169</td><td class="code"></td><td class="ln">169</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 44 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">214</td><td class="code"></td><td class="ln">214</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">215</td><td class="code"></td><td class="ln">215</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">216</td><td class="code"> //Draw Radar Blips</td><td class="ln">216</td><td class="code"> //Draw Radar Blips</td></tr>
<tr><td class="ln del">217</td><td class="del code"> //레이다의 오브젝트들을 표시한다.</td><td class="ln add">217</td><td class="add code"> //Display radar objects.</td></tr>
<tr class="eq"><td class="ln">218</td><td class="code"></td><td class="ln">218</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">219</td><td class="code"> MWObject *current_object;</td><td class="ln">219</td><td class="code"> MWObject *current_object;</td></tr>
<tr class="eq"><td class="ln">220</td><td class="code"> for(i=0;i&lt;vehicle-&gt;GetSensor()-&gt;numberOfContacts;i++)</td><td class="ln">220</td><td class="code"> for(i=0;i&lt;vehicle-&gt;GetSensor()-&gt;numberOfContacts;i++)</td></tr>
<tr><td colspan="4" class="hunk">... 111 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">332</td><td class="code"> color = MakeColor (255,255,255,250);</td><td class="ln">332</td><td class="code"> color = MakeColor (255,255,255,250);</td></tr>
<tr class="eq"><td class="ln">333</td><td class="code"> m_Textures[id+20]-&gt;Draw (Point3D (object_display_pos.x,object_display_pos.y,0.9f),size,color,HUDTexture::NO_FLIP,true);</td><td class="ln">333</td><td class="code"> m_Textures[id+20]-&gt;Draw (Point3D (object_display_pos.x,object_display_pos.y,0.9f),size,color,HUDTexture::NO_FLIP,true);</td></tr>
<tr class="eq"><td class="ln">334</td><td class="code"> }</td><td class="ln">334</td><td class="code"> }</td></tr>
<tr><td class="ln del">335</td><td class="del code"> //작전 범위(Boundary) 표시 다각형(주황빨강)</td><td class="ln add">335</td><td class="add code"> //Operation boundary display polygon (orange-red)</td></tr>
<tr class="eq"><td class="ln">336</td><td class="code"> size = Size ();</td><td class="ln">336</td><td class="code"> size = Size ();</td></tr>
<tr class="eq"><td class="ln">337</td><td class="code"> loc = Location ();</td><td class="ln">337</td><td class="code"> loc = Location ();</td></tr>
<tr class="eq"><td class="ln">338</td><td class="code"> Mission *miss;</td><td class="ln">338</td><td class="code"> Mission *miss;</td></tr>
<tr><td colspan="4" class="hunk">... 109 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">448</td><td class="code"> m_ShotList.push_back (ShotEntry (who,gos_GetElapsedTime ()));</td><td class="ln">448</td><td class="code"> m_ShotList.push_back (ShotEntry (who,gos_GetElapsedTime ()));</td></tr>
<tr class="eq"><td class="ln">449</td><td class="code">}</td><td class="ln">449</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">450</td><td class="code"></td><td class="ln">450</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/hudmap.hpp</h2>
<div class="summary">+2 -2 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code"></td><td class="ln">1</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#pragma once</td><td class="ln">2</td><td class="code">#pragma once</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 30 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">34</td><td class="code"> void DrawImplementation(void);</td><td class="ln">34</td><td class="code"> void DrawImplementation(void);</td></tr>
<tr class="eq"><td class="ln">35</td><td class="code"> void ConvertMapCoords (float&amp; x,float&amp; y);</td><td class="ln">35</td><td class="code"> void ConvertMapCoords (float&amp; x,float&amp; y);</td></tr>
<tr class="eq"><td class="ln">36</td><td class="code"> void ConvertMapCoords (Point3D&amp; pt);</td><td class="ln">36</td><td class="code"> void ConvertMapCoords (Point3D&amp; pt);</td></tr>
<tr><td class="ln del">37</td><td class="del code"> //상훈 앞</td><td class="ln add">37</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">38</td><td class="code"> bool hsh_fdraw;</td><td class="ln">38</td><td class="code"> bool hsh_fdraw;</td></tr>
<tr><td class="ln del">39</td><td class="del code"> //상훈 뒤</td><td class="ln add">39</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">40</td><td class="code"></td><td class="ln">40</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">41</td><td class="code"> public:</td><td class="ln">41</td><td class="code"> public:</td></tr>
<tr class="eq"><td class="ln">42</td><td class="code"> HUDMap();</td><td class="ln">42</td><td class="code"> HUDMap();</td></tr>
<tr><td colspan="4" class="hunk">... 12 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">55</td><td class="code"> }</td><td class="ln">55</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">56</td><td class="code"> };</td><td class="ln">56</td><td class="code"> };</td></tr>
<tr class="eq"><td class="ln">57</td><td class="code">}</td><td class="ln">57</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/hudscore.cpp</h2>
<div class="summary">+5 -5 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &quot;hudcomp.hpp&quot;</td><td class="ln">2</td><td class="code">#include &quot;hudcomp.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;HUDscore.hpp&quot;</td><td class="ln">3</td><td class="code">#include &quot;HUDscore.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 86 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">90</td><td class="code">HUDScore::HUDScore()</td><td class="ln">90</td><td class="code">HUDScore::HUDScore()</td></tr>
<tr class="eq"><td class="ln">91</td><td class="code">{</td><td class="ln">91</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">92</td><td class="code"> m_AnimTime = 0;</td><td class="ln">92</td><td class="code"> m_AnimTime = 0;</td></tr>
<tr><td class="ln del">93</td><td class="del code"> //상훈</td><td class="ln add">93</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">94</td><td class="code"> Location (Point3D (0,0,0.9f));</td><td class="ln">94</td><td class="code"> Location (Point3D (0,0,0.9f));</td></tr>
<tr class="eq"><td class="ln">95</td><td class="code">// Location (Point3D (200,100,0.9f));</td><td class="ln">95</td><td class="code">// Location (Point3D (200,100,0.9f));</td></tr>
<tr class="eq"><td class="ln">96</td><td class="code"> Size (Point3D (310,300,0.9f));</td><td class="ln">96</td><td class="code"> Size (Point3D (310,300,0.9f));</td></tr>
<tr><td colspan="4" class="hunk">... 31 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">128</td><td class="code"></td><td class="ln">128</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">129</td><td class="code"> m_PingHeader = new HUDText ();</td><td class="ln">129</td><td class="code"> m_PingHeader = new HUDText ();</td></tr>
<tr class="eq"><td class="ln">130</td><td class="code"> m_PingHeader -&gt;SetAsAlt();</td><td class="ln">130</td><td class="code"> m_PingHeader -&gt;SetAsAlt();</td></tr>
<tr><td class="ln del">131</td><td class="del code"> //상훈</td><td class="ln add">131</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">132</td><td class="code"> /*</td><td class="ln">132</td><td class="code"> /*</td></tr>
<tr class="eq"><td class="ln">133</td><td class="code"> m_PingHeader-&gt;Justification (HUDText::LEFT_ALIGN);</td><td class="ln">133</td><td class="code"> m_PingHeader-&gt;Justification (HUDText::LEFT_ALIGN);</td></tr>
<tr class="eq"><td class="ln">134</td><td class="code"> m_PingHeader-&gt;UpdateText (app-&gt;GetLocString (IDS_PINGHEADER));</td><td class="ln">134</td><td class="code"> m_PingHeader-&gt;UpdateText (app-&gt;GetLocString (IDS_PINGHEADER));</td></tr>
<tr><td colspan="4" class="hunk">... 309 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">444</td><td class="code"> m_TimeLeftText-&gt;UpdateText (text);</td><td class="ln">444</td><td class="code"> m_TimeLeftText-&gt;UpdateText (text);</td></tr>
<tr class="eq"><td class="ln">445</td><td class="code"> }</td><td class="ln">445</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">446</td><td class="code"></td><td class="ln">446</td><td class="code"></td></tr>
<tr><td class="ln del">447</td><td class="del code"> //상훈</td><td class="ln add">447</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">448</td><td class="code"> count+=1;</td><td class="ln">448</td><td class="code"> count+=1;</td></tr>
<tr class="eq"><td class="ln">449</td><td class="code"> loc = Location ();</td><td class="ln">449</td><td class="code"> loc = Location ();</td></tr>
<tr class="eq"><td class="ln">450</td><td class="code"> loc.y=600-count*LINE_HEIGHT;</td><td class="ln">450</td><td class="code"> loc.y=600-count*LINE_HEIGHT;</td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">455</td><td class="code"></td><td class="ln">455</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">456</td><td class="code"> DWORD bcolor = BrighterColor (Color ());</td><td class="ln">456</td><td class="code"> DWORD bcolor = BrighterColor (Color ());</td></tr>
<tr class="eq"><td class="ln">457</td><td class="code"></td><td class="ln">457</td><td class="code"></td></tr>
<tr><td class="ln del">458</td><td class="del code"> //상훈..</td><td class="ln add">458</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">459</td><td class="code"> {</td><td class="ln">459</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">460</td><td class="code"> Stuff::Point3D loc2(800-size.x,600-LINE_HEIGHT-1,0.9f);</td><td class="ln">460</td><td class="code"> Stuff::Point3D loc2(800-size.x,600-LINE_HEIGHT-1,0.9f);</td></tr>
<tr class="eq"><td class="ln">461</td><td class="code"> LDrawRect (loc2,0,0,size.x,LINE_HEIGHT,MakeColor (0,150,0,128));</td><td class="ln">461</td><td class="code"> LDrawRect (loc2,0,0,size.x,LINE_HEIGHT,MakeColor (0,150,0,128));</td></tr>
<tr><td colspan="4" class="hunk">... 19 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">481</td><td class="code"> m_PlayerTitle-&gt;Draw (Point3D (loc.x+10,yvalue,0.9f));</td><td class="ln">481</td><td class="code"> m_PlayerTitle-&gt;Draw (Point3D (loc.x+10,yvalue,0.9f));</td></tr>
<tr class="eq"><td class="ln">482</td><td class="code"></td><td class="ln">482</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">483</td><td class="code"> DWORD h;</td><td class="ln">483</td><td class="code"> DWORD h;</td></tr>
<tr><td class="ln del">484</td><td class="del code"> //상훈</td><td class="ln add">484</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">485</td><td class="code"> //m_PingHeader-&gt;DrawSize (pingwidth,h);</td><td class="ln">485</td><td class="code"> //m_PingHeader-&gt;DrawSize (pingwidth,h);</td></tr>
<tr class="eq"><td class="ln">486</td><td class="code"> //pingx = loc.x + size.x - pingwidth - 10;</td><td class="ln">486</td><td class="code"> //pingx = loc.x + size.x - pingwidth - 10;</td></tr>
<tr class="eq"><td class="ln">487</td><td class="code"> pingx = loc.x + size.x ;</td><td class="ln">487</td><td class="code"> pingx = loc.x + size.x ;</td></tr>
<tr><td colspan="4" class="hunk">... 395 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">883</td><td class="code"></td><td class="ln">883</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">884</td><td class="code"> return 0;</td><td class="ln">884</td><td class="code"> return 0;</td></tr>
<tr class="eq"><td class="ln">885</td><td class="code">}</td><td class="ln">885</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/hudtarg.cpp</h2>
<div class="summary">+2 -2 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &quot;hudcomp.hpp&quot;</td><td class="ln">2</td><td class="code">#include &quot;hudcomp.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;hudtarg.hpp&quot;</td><td class="ln">3</td><td class="code">#include &quot;hudtarg.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 363 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">367</td><td class="code"> m_Textures[36]-&gt;Draw (loc,size,m_LeftCenterColor);</td><td class="ln">367</td><td class="code"> m_Textures[36]-&gt;Draw (loc,size,m_LeftCenterColor);</td></tr>
<tr class="eq"><td class="ln">368</td><td class="code"> m_Textures[37]-&gt;Draw (loc,size,m_RightCenterColor);</td><td class="ln">368</td><td class="code"> m_Textures[37]-&gt;Draw (loc,size,m_RightCenterColor);</td></tr>
<tr class="eq"><td class="ln">369</td><td class="code"></td><td class="ln">369</td><td class="code"></td></tr>
<tr><td class="ln del">370</td><td class="del code"> for (i=0;i&lt;3;i++)//상훈 원래 6이었음</td><td class="ln add">370</td><td class="add code"> for (i=0;i&lt;3;i++)//sanghoon: originally 6</td></tr>
<tr class="eq"><td class="ln">371</td><td class="code"> {</td><td class="ln">371</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">372</td><td class="code"> size = m_Textures[20+i]-&gt;Size ();</td><td class="ln">372</td><td class="code"> size = m_Textures[20+i]-&gt;Size ();</td></tr>
<tr><td class="ln del">373</td><td class="del code"> //CanHit는 Hudweapon에서 set한다...</td><td class="ln add">373</td><td class="add code"> //CanHit is set in Hudweapon...</td></tr>
<tr class="eq"><td class="ln">374</td><td class="code"> if (m_Weapons-&gt;CanHit (i))</td><td class="ln">374</td><td class="code"> if (m_Weapons-&gt;CanHit (i))</td></tr>
<tr class="eq"><td class="ln">375</td><td class="code"> color = MakeColor (0,255,0,255);</td><td class="ln">375</td><td class="code"> color = MakeColor (0,255,0,255);</td></tr>
<tr class="eq"><td class="ln">376</td><td class="code"> else {</td><td class="ln">376</td><td class="code"> else {</td></tr>
<tr><td colspan="4" class="hunk">... 96 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">473</td><td class="code">}</td><td class="ln">473</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">474</td><td class="code"></td><td class="ln">474</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">475</td><td class="code"></td><td class="ln">475</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/hudweapon.cpp</h2>
<div class="summary">+14 -14 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;MW4Headers.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &quot;hudcomp.hpp&quot;</td><td class="ln">2</td><td class="code">#include &quot;hudcomp.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;hudcomp2.hpp&quot;</td><td class="ln">3</td><td class="code">#include &quot;hudcomp2.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 11 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">15</td><td class="code">// MSL 5.03 Ammo Bay Fire</td><td class="ln">15</td><td class="code">// MSL 5.03 Ammo Bay Fire</td></tr>
<tr class="eq"><td class="ln">16</td><td class="code">static float TIME_AMMO_BAY_FIRE = 7.0f;</td><td class="ln">16</td><td class="code">static float TIME_AMMO_BAY_FIRE = 7.0f;</td></tr>
<tr class="eq"><td class="ln">17</td><td class="code"></td><td class="ln">17</td><td class="code"></td></tr>
<tr><td class="ln del">18</td><td class="del code">//상훈짱 begin</td><td class="ln add">18</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">19</td><td class="code">#include &lt;windows.h&gt;</td><td class="ln">19</td><td class="code">#include &lt;windows.h&gt;</td></tr>
<tr class="eq"><td class="ln">20</td><td class="code">#include &lt;ddraw.h&gt;</td><td class="ln">20</td><td class="code">#include &lt;ddraw.h&gt;</td></tr>
<tr class="eq"><td class="ln">21</td><td class="code">#include &lt;d3d.h&gt;</td><td class="ln">21</td><td class="code">#include &lt;d3d.h&gt;</td></tr>
<tr class="eq"><td class="ln">22</td><td class="code"></td><td class="ln">22</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">23</td><td class="code">#include &lt;GameOS\render.hpp&gt;</td><td class="ln">23</td><td class="code">#include &lt;GameOS\render.hpp&gt;</td></tr>
<tr class="eq"><td class="ln">24</td><td class="code">extern bool g_bNoWeaponRangeCheck;</td><td class="ln">24</td><td class="code">extern bool g_bNoWeaponRangeCheck;</td></tr>
<tr><td class="ln del">25</td><td class="del code">//상훈짱 end</td><td class="ln add">25</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">26</td><td class="code"></td><td class="ln">26</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">27</td><td class="code">static void MakeStringCaps(char* buffer)</td><td class="ln">27</td><td class="code">static void MakeStringCaps(char* buffer)</td></tr>
<tr class="eq"><td class="ln">28</td><td class="code">{</td><td class="ln">28</td><td class="code">{</td></tr>
<tr><td colspan="4" class="hunk">... 526 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">555</td><td class="code"></td><td class="ln">555</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">556</td><td class="code"></td><td class="ln">556</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">557</td><td class="code"> int rh=25;//row_height</td><td class="ln">557</td><td class="code"> int rh=25;//row_height</td></tr>
<tr><td class="ln del">558</td><td class="del code"> //16개의 row를 가질수 있는것으로 가정한다.(row포함)</td><td class="ln add">558</td><td class="add code"> //Assumes up to 16 rows (including header row).</td></tr>
<tr class="eq"><td class="ln">559</td><td class="code"> // background boxes</td><td class="ln">559</td><td class="code"> // background boxes</td></tr>
<tr class="eq"><td class="ln">560</td><td class="code"></td><td class="ln">560</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">561</td><td class="code"> mfd_device.DrawQuad(0+lm,0+tm,96+lm,(totalcount+1)*rh+10+tm,0xFF404040);</td><td class="ln">561</td><td class="code"> mfd_device.DrawQuad(0+lm,0+tm,96+lm,(totalcount+1)*rh+10+tm,0xFF404040);</td></tr>
<tr><td colspan="4" class="hunk">... 47 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">609</td><td class="code"></td><td class="ln">609</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">610</td><td class="code"> DWORD hsh_color1=0,hsh_color2=0;</td><td class="ln">610</td><td class="code"> DWORD hsh_color1=0,hsh_color2=0;</td></tr>
<tr class="eq"><td class="ln">611</td><td class="code"></td><td class="ln">611</td><td class="code"></td></tr>
<tr><td class="ln del">612</td><td class="del code"> //무기 발사가능 상태: 각각의 색상에 대해 정확히 정의 할것.</td><td class="ln add">612</td><td class="add code"> //Weapon fire-ready status: define exact color for each state.</td></tr>
<tr><td class="ln del">613</td><td class="del code"></td><td class="ln add">613</td><td class="add code"></td></tr>
<tr><td class="ln del">614</td><td class="del code"> //정상(타겟안에 있음)(발사가능) 0xFFFFFFFF</td><td class="ln add">614</td><td class="add code"> //Normal (target in range)(can fire) 0xFFFFFFFF</td></tr>
<tr><td class="ln del">615</td><td class="del code"> //정상(타겟밖에 있음)(발사가능) 0xFFFFFFFF</td><td class="ln add">615</td><td class="add code"> //Normal (target out of range)(can fire) 0xFFFFFFFF</td></tr>
<tr><td class="ln del">616</td><td class="del code"> //로딩중(발사 불가) 0xFFA0A0A0</td><td class="ln add">616</td><td class="add code"> //Reloading (cannot fire) 0xFFA0A0A0</td></tr>
<tr><td class="ln del">617</td><td class="del code"> //탄알이 떨어짐(발사불가) 0xFF808080</td><td class="ln add">617</td><td class="add code"> //Out of ammo (cannot fire) 0xFF808080</td></tr>
<tr><td class="ln del">618</td><td class="del code"> //고장남(발사불가) 0xFF606060</td><td class="ln add">618</td><td class="add code"> //Destroyed (cannot fire) 0xFF606060</td></tr>
<tr class="eq"><td class="ln">619</td><td class="code"> DWORD nameheight=30;</td><td class="ln">619</td><td class="code"> DWORD nameheight=30;</td></tr>
<tr class="eq"><td class="ln">620</td><td class="code"> int top=5+(weapony+1)*rh;</td><td class="ln">620</td><td class="code"> int top=5+(weapony+1)*rh;</td></tr>
<tr class="eq"><td class="ln">621</td><td class="code"> int bottom = top+rh;</td><td class="ln">621</td><td class="code"> int bottom = top+rh;</td></tr>
<tr><td colspan="4" class="hunk">... 72 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">694</td><td class="code"> char *weapon_string[3]={&quot;1&quot;,&quot;2&quot;,&quot;3&quot;};</td><td class="ln">694</td><td class="code"> char *weapon_string[3]={&quot;1&quot;,&quot;2&quot;,&quot;3&quot;};</td></tr>
<tr class="eq"><td class="ln">695</td><td class="code"></td><td class="ln">695</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">696</td><td class="code"></td><td class="ln">696</td><td class="code"></td></tr>
<tr><td class="ln del">697</td><td class="del code"> //해당 무기의 그룹의 상태를 표시한다.</td><td class="ln add">697</td><td class="add code"> //Display the status of the weapon group.</td></tr>
<tr class="eq"><td class="ln">698</td><td class="code"> for(int i=0;i&lt;3;i++){</td><td class="ln">698</td><td class="code"> for(int i=0;i&lt;3;i++){</td></tr>
<tr class="eq"><td class="ln">699</td><td class="code"> DWORD weapon_color=weapon_flag[i]?normal_color:nogroup_color;</td><td class="ln">699</td><td class="code"> DWORD weapon_color=weapon_flag[i]?normal_color:nogroup_color;</td></tr>
<tr class="eq"><td class="ln">700</td><td class="code">// MSL 5.00 Added Ammocount check, if = 0 then weapon name same as ammo nogroup_color</td><td class="ln">700</td><td class="code">// MSL 5.00 Added Ammocount check, if = 0 then weapon name same as ammo nogroup_color</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">707</td><td class="code"></td><td class="ln">707</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">708</td><td class="code"> Point3D numsize = m_Textures[20]-&gt;Size ();</td><td class="ln">708</td><td class="code"> Point3D numsize = m_Textures[20]-&gt;Size ();</td></tr>
<tr class="eq"><td class="ln">709</td><td class="code"></td><td class="ln">709</td><td class="code"></td></tr>
<tr><td class="ln del">710</td><td class="del code"> //무기 이름을 표시한다.</td><td class="ln add">710</td><td class="add code"> //Display weapon name.</td></tr>
<tr class="eq"><td class="ln">711</td><td class="code">// MSL 5.00 Added Ammocount check, if = 0 then weapon name same as ammo out_color</td><td class="ln">711</td><td class="code">// MSL 5.00 Added Ammocount check, if = 0 then weapon name same as ammo out_color</td></tr>
<tr class="eq"><td class="ln">712</td><td class="code"> switch (weapon-&gt;m_status)</td><td class="ln">712</td><td class="code"> switch (weapon-&gt;m_status)</td></tr>
<tr class="eq"><td class="ln">713</td><td class="code"> {</td><td class="ln">713</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 72 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">786</td><td class="code"> }</td><td class="ln">786</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">787</td><td class="code"> }</td><td class="ln">787</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">788</td><td class="code"></td><td class="ln">788</td><td class="code"></td></tr>
<tr><td class="ln del">789</td><td class="del code"> //현재 엔터키로 발사되는 선택된 무기에 대해서 프레임을 표시한다.</td><td class="ln add">789</td><td class="add code"> //Display frame for the selected weapon currently fired with Enter.</td></tr>
<tr class="eq"><td class="ln">790</td><td class="code"> if (weapon-&gt;m_weapon == m_SingleFire.GetCurrent ()){</td><td class="ln">790</td><td class="code"> if (weapon-&gt;m_weapon == m_SingleFire.GetCurrent ()){</td></tr>
<tr class="eq"><td class="ln">791</td><td class="code"> mfd_device.DrawFrame(155+lm,top+1+tm,545+lm,bottom-1+tm,0xFFFFFFFF);</td><td class="ln">791</td><td class="code"> mfd_device.DrawFrame(155+lm,top+1+tm,545+lm,bottom-1+tm,0xFFFFFFFF);</td></tr>
<tr class="eq"><td class="ln">792</td><td class="code"> }</td><td class="ln">792</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">795</td><td class="code"> if ((ammocount &gt; -1) &amp;&amp; (weapon-&gt;m_status != 2)){</td><td class="ln">795</td><td class="code"> if ((ammocount &gt; -1) &amp;&amp; (weapon-&gt;m_status != 2)){</td></tr>
<tr class="eq"><td class="ln">796</td><td class="code"> mfd_device.pFont[0].DrawText(615-5+lm,center+tm,ammocount_color,text,TEXTALIGN_VCENTER|TEXTALIGN_RIGHT);</td><td class="ln">796</td><td class="code"> mfd_device.pFont[0].DrawText(615-5+lm,center+tm,ammocount_color,text,TEXTALIGN_VCENTER|TEXTALIGN_RIGHT);</td></tr>
<tr class="eq"><td class="ln">797</td><td class="code"> }else if (ammocount == -1){</td><td class="ln">797</td><td class="code"> }else if (ammocount == -1){</td></tr>
<tr><td class="ln del">798</td><td class="del code"> //무기수가 제한이 없는 무기의 종류에는 &#x27;-&#x27;를 표시한다.</td><td class="ln add">798</td><td class="add code"> //Display &#x27;-&#x27; for weapon types with unlimited ammo.</td></tr>
<tr class="eq"><td class="ln">799</td><td class="code"> mfd_device.pFont[0].DrawText(615-5+lm,center+tm,ammocount_color,&quot;-&quot;,TEXTALIGN_VCENTER|TEXTALIGN_RIGHT);</td><td class="ln">799</td><td class="code"> mfd_device.pFont[0].DrawText(615-5+lm,center+tm,ammocount_color,&quot;-&quot;,TEXTALIGN_VCENTER|TEXTALIGN_RIGHT);</td></tr>
<tr class="eq"><td class="ln">800</td><td class="code"> }</td><td class="ln">800</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">801</td><td class="code"> weapony ++;</td><td class="ln">801</td><td class="code"> weapony ++;</td></tr>
<tr><td colspan="4" class="hunk">... 95 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">897</td><td class="code">{</td><td class="ln">897</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">898</td><td class="code"> m_SelectedWeaponGroup = selected;</td><td class="ln">898</td><td class="code"> m_SelectedWeaponGroup = selected;</td></tr>
<tr class="eq"><td class="ln">899</td><td class="code">}</td><td class="ln">899</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4/recscore.cpp</h2>
<div class="summary">+46 -46 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__RECSCORE_CPP__)</td><td class="ln">1</td><td class="code">#if !defined(__RECSCORE_CPP__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __RECSCORE_CPP__</td><td class="ln">2</td><td class="code">#define __RECSCORE_CPP__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 1004 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1008</td><td class="code"> case Adept::DamageObject::NullArmorZone:</td><td class="ln">1008</td><td class="code"> case Adept::DamageObject::NullArmorZone:</td></tr>
<tr class="eq"><td class="ln">1009</td><td class="code"> return &quot;()&quot;;</td><td class="ln">1009</td><td class="code"> return &quot;()&quot;;</td></tr>
<tr class="eq"><td class="ln">1010</td><td class="code"> case Adept::DamageObject::LeftLegArmorZone:</td><td class="ln">1010</td><td class="code"> case Adept::DamageObject::LeftLegArmorZone:</td></tr>
<tr><td class="ln del">1011</td><td class="del code"> return &quot;왼발&quot;;</td><td class="ln add">1011</td><td class="add code"> return &quot;Left Leg&quot;;</td></tr>
<tr class="eq"><td class="ln">1012</td><td class="code"> case Adept::DamageObject::RightLegArmorZone:</td><td class="ln">1012</td><td class="code"> case Adept::DamageObject::RightLegArmorZone:</td></tr>
<tr><td class="ln del">1013</td><td class="del code"> return &quot;오른발&quot;;</td><td class="ln add">1013</td><td class="add code"> return &quot;Right Leg&quot;;</td></tr>
<tr class="eq"><td class="ln">1014</td><td class="code"> case Adept::DamageObject::LeftArmArmorZone:</td><td class="ln">1014</td><td class="code"> case Adept::DamageObject::LeftArmArmorZone:</td></tr>
<tr><td class="ln del">1015</td><td class="del code"> return &quot;왼팔&quot;;</td><td class="ln add">1015</td><td class="add code"> return &quot;Left Arm&quot;;</td></tr>
<tr class="eq"><td class="ln">1016</td><td class="code"> case Adept::DamageObject::RightArmArmorZone:</td><td class="ln">1016</td><td class="code"> case Adept::DamageObject::RightArmArmorZone:</td></tr>
<tr><td class="ln del">1017</td><td class="del code"> return &quot;오른팔&quot;;</td><td class="ln add">1017</td><td class="add code"> return &quot;Right Arm&quot;;</td></tr>
<tr class="eq"><td class="ln">1018</td><td class="code"> case Adept::DamageObject::RightTorsoArmorZone:</td><td class="ln">1018</td><td class="code"> case Adept::DamageObject::RightTorsoArmorZone:</td></tr>
<tr><td class="ln del">1019</td><td class="del code"> return &quot;우측&quot;;</td><td class="ln add">1019</td><td class="add code"> return &quot;Right Torso&quot;;</td></tr>
<tr class="eq"><td class="ln">1020</td><td class="code"> case Adept::DamageObject::LeftTorsoArmorZone:</td><td class="ln">1020</td><td class="code"> case Adept::DamageObject::LeftTorsoArmorZone:</td></tr>
<tr><td class="ln del">1021</td><td class="del code"> return &quot;좌측&quot;;</td><td class="ln add">1021</td><td class="add code"> return &quot;Left Torso&quot;;</td></tr>
<tr class="eq"><td class="ln">1022</td><td class="code"> case Adept::DamageObject::CenterTorsoArmorZone:</td><td class="ln">1022</td><td class="code"> case Adept::DamageObject::CenterTorsoArmorZone:</td></tr>
<tr><td class="ln del">1023</td><td class="del code"> return &quot;전면&quot;;</td><td class="ln add">1023</td><td class="add code"> return &quot;Front&quot;;</td></tr>
<tr class="eq"><td class="ln">1024</td><td class="code"> case Adept::DamageObject::CenterRearTorsoArmorZone:</td><td class="ln">1024</td><td class="code"> case Adept::DamageObject::CenterRearTorsoArmorZone:</td></tr>
<tr><td class="ln del">1025</td><td class="del code"> return &quot;후면&quot;;</td><td class="ln add">1025</td><td class="add code"> return &quot;Rear&quot;;</td></tr>
<tr class="eq"><td class="ln">1026</td><td class="code"> case Adept::DamageObject::HeadArmorZone:</td><td class="ln">1026</td><td class="code"> case Adept::DamageObject::HeadArmorZone:</td></tr>
<tr><td class="ln del">1027</td><td class="del code"> return &quot;머리&quot;;</td><td class="ln add">1027</td><td class="add code"> return &quot;Head&quot;;</td></tr>
<tr class="eq"><td class="ln">1028</td><td class="code"> case Adept::DamageObject::SpecialArmorZone1:</td><td class="ln">1028</td><td class="code"> case Adept::DamageObject::SpecialArmorZone1:</td></tr>
<tr><td class="ln del">1029</td><td class="del code"> return &quot;보조장치1&quot;;</td><td class="ln add">1029</td><td class="add code"> return &quot;Aux Device 1&quot;;</td></tr>
<tr class="eq"><td class="ln">1030</td><td class="code"> case Adept::DamageObject::SpecialArmorZone2:</td><td class="ln">1030</td><td class="code"> case Adept::DamageObject::SpecialArmorZone2:</td></tr>
<tr><td class="ln del">1031</td><td class="del code"> return &quot;보조장치2&quot;;</td><td class="ln add">1031</td><td class="add code"> return &quot;Aux Device 2&quot;;</td></tr>
<tr class="eq"><td class="ln">1032</td><td class="code"> case Adept::DamageObject::DefaultArmorZone:</td><td class="ln">1032</td><td class="code"> case Adept::DamageObject::DefaultArmorZone:</td></tr>
<tr class="eq"><td class="ln">1033</td><td class="code"> return &quot;Default&quot;;</td><td class="ln">1033</td><td class="code"> return &quot;Default&quot;;</td></tr>
<tr class="eq"><td class="ln">1034</td><td class="code"> }</td><td class="ln">1034</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 955 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1990</td><td class="code">static SMSGFMT s_aKill[20][2] = {</td><td class="ln">1990</td><td class="code">static SMSGFMT s_aKill[20][2] = {</td></tr>
<tr class="eq"><td class="ln">1991</td><td class="code"> {</td><td class="ln">1991</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">1992</td><td class="code"> { &quot;%s&#x27;s %s destroys %s&#x27;s %s!&quot;, 0 }, // ok!</td><td class="ln">1992</td><td class="code"> { &quot;%s&#x27;s %s destroys %s&#x27;s %s!&quot;, 0 }, // ok!</td></tr>
<tr><td class="ln del">1993</td><td class="del code"> { &quot;%s의 %s, %s의 %s을(를) 파괴하다!&quot;, 0 }, // ok!</td><td class="ln add">1993</td><td class="add code"> { &quot;%s&#x27;s %s destroyed %s&#x27;s %s!&quot;, 0 }, // ok!</td></tr>
<tr class="eq"><td class="ln">1994</td><td class="code"> },</td><td class="ln">1994</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">1995</td><td class="code"> {</td><td class="ln">1995</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">1996</td><td class="code"> { &quot;%s&#x27;s %s explodes in a fire-ball, thanks to %s.&quot;, 1 }, // ok!</td><td class="ln">1996</td><td class="code"> { &quot;%s&#x27;s %s explodes in a fire-ball, thanks to %s.&quot;, 1 }, // ok!</td></tr>
<tr><td class="ln del">1997</td><td class="del code"> { &quot;%s의 %s, 각 기관부의 화염으로 폭발! %s의 절묘한 공격성공!&quot;, 1 }, // ok!</td><td class="ln add">1997</td><td class="add code"> { &quot;%s&#x27;s %s explodes in flames! %s lands a perfect hit!&quot;, 1 }, // ok!</td></tr>
<tr class="eq"><td class="ln">1998</td><td class="code"> },</td><td class="ln">1998</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">1999</td><td class="code"> {</td><td class="ln">1999</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2000</td><td class="code"> { &quot;%s delivers the last blow as %s&#x27;s %s explodes in flames!&quot;, 2 }, // ok!</td><td class="ln">2000</td><td class="code"> { &quot;%s delivers the last blow as %s&#x27;s %s explodes in flames!&quot;, 2 }, // ok!</td></tr>
<tr><td class="ln del">2001</td><td class="del code"> { &quot;%s는 %s의 %s에!&quot;, 2 - 100}, // ok!</td><td class="ln add">2001</td><td class="add code"> { &quot;%s took a hit to %s&#x27;s %s!&quot;, 2 - 100}, // ok!</td></tr>
<tr class="eq"><td class="ln">2002</td><td class="code"> },</td><td class="ln">2002</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2003</td><td class="code"> {</td><td class="ln">2003</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2004</td><td class="code"> { &quot;Smoking wreckage is all that&#x27;s left of %s&#x27;s %s after %s delivers the fatal blow!&quot;, 1 },</td><td class="ln">2004</td><td class="code"> { &quot;Smoking wreckage is all that&#x27;s left of %s&#x27;s %s after %s delivers the fatal blow!&quot;, 1 },</td></tr>
<tr><td class="ln del">2005</td><td class="del code"> { &quot;%s의 무자비한 공격으로 %s의 %s 불타는 잔해만 남길 것이다.&quot;, 2 }, // ok!</td><td class="ln add">2005</td><td class="add code"> { &quot;%s&#x27;s merciless assault leaves only burning wreckage of %s&#x27;s %s.&quot;, 2 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2006</td><td class="code"> },</td><td class="ln">2006</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2007</td><td class="code"> {</td><td class="ln">2007</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2008</td><td class="code"> { &quot;Glorious victory goes to %s as the wreckage from %s&#x27;s %s lies burning on the battlefield!&quot;, 2 },</td><td class="ln">2008</td><td class="code"> { &quot;Glorious victory goes to %s as the wreckage from %s&#x27;s %s lies burning on the battlefield!&quot;, 2 },</td></tr>
<tr><td class="ln del">2009</td><td class="del code"> { &quot;전황은 급속도로 진전, %s의 생존가능성은 0%%!&quot;, 8 }, // ok!</td><td class="ln add">2009</td><td class="add code"> { &quot;The battle escalates rapidly - %s&#x27;s survival probability is 0%%!&quot;, 8 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2010</td><td class="code"> },</td><td class="ln">2010</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2011</td><td class="code"> {</td><td class="ln">2011</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2012</td><td class="code"> { &quot;%s&#x27;s %s is put out of it&#x27;s misery by a devastating shot from %s.&quot;, 1 },</td><td class="ln">2012</td><td class="code"> { &quot;%s&#x27;s %s is put out of it&#x27;s misery by a devastating shot from %s.&quot;, 1 },</td></tr>
<tr><td class="ln del">2013</td><td class="del code"> { &quot;%s의 압도적인 화력 앞에 %s 처참히 무너지고 있다.&quot;, 4 }, // ok!</td><td class="ln add">2013</td><td class="add code"> { &quot;Under %s&#x27;s overwhelming firepower, %s crumbles miserably.&quot;, 4 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2014</td><td class="code"> },</td><td class="ln">2014</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2015</td><td class="code"> {</td><td class="ln">2015</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2016</td><td class="code"> { &quot;%s racks up another kill marker from reducing %s&#x27;s %s to rubble!&quot;, 2 },</td><td class="ln">2016</td><td class="code"> { &quot;%s racks up another kill marker from reducing %s&#x27;s %s to rubble!&quot;, 2 },</td></tr>
<tr><td class="ln del">2017</td><td class="del code"> { &quot;%s %s의 %s을(를) 때려 눕히고, 새로운 킬마크를 얻었다.&quot;, 2 }, // ok!</td><td class="ln add">2017</td><td class="add code"> { &quot;%s knocked out %s&#x27;s %s and earned a new kill mark.&quot;, 2 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2018</td><td class="code"> },</td><td class="ln">2018</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2019</td><td class="code"> {</td><td class="ln">2019</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2020</td><td class="code"> { &quot;Fresh paint is applied to %s&#x27;s %s to mark the destruction of %s&#x27;s %s!&quot;, 0 }, // ok!</td><td class="ln">2020</td><td class="code"> { &quot;Fresh paint is applied to %s&#x27;s %s to mark the destruction of %s&#x27;s %s!&quot;, 0 }, // ok!</td></tr>
<tr><td class="ln del">2021</td><td class="del code"> { &quot;%s는 %s를 격추한 킬마크를 %s에 추가했다.&quot;, 0 - 100 },</td><td class="ln add">2021</td><td class="add code"> { &quot;%s added a kill mark on %s for shooting down %s.&quot;, 0 - 100 },</td></tr>
<tr class="eq"><td class="ln">2022</td><td class="code"> },</td><td class="ln">2022</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2023</td><td class="code"> {</td><td class="ln">2023</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2024</td><td class="code"> { &quot;The burning wreckage of %s&#x27;s %s is a reminder to all of the prowess of %s&#x27;s battle skills!&quot;, 1 },</td><td class="ln">2024</td><td class="code"> { &quot;The burning wreckage of %s&#x27;s %s is a reminder to all of the prowess of %s&#x27;s battle skills!&quot;, 1 },</td></tr>
<tr><td class="ln del">2025</td><td class="del code"> { &quot;%s의 잔해는 %s이(가) 가져갈 승리의 기념품이 될것이다.&quot;, 7 }, // ok!</td><td class="ln add">2025</td><td class="add code"> { &quot;The wreckage of %s will be %s&#x27;s trophy of victory.&quot;, 7 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2026</td><td class="code"> },</td><td class="ln">2026</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2027</td><td class="code"> {</td><td class="ln">2027</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2028</td><td class="code"> { &quot;The thunderous explosion of %s&#x27;s %s is music to the ears of %s!&quot;, 1 },</td><td class="ln">2028</td><td class="code"> { &quot;The thunderous explosion of %s&#x27;s %s is music to the ears of %s!&quot;, 1 },</td></tr>
<tr><td class="ln del">2029</td><td class="del code"> { &quot;%s의 귀에 들려오는 죽음의 전주곡. 지휘자는 %s.&quot;, 7 }, // ok!</td><td class="ln add">2029</td><td class="add code"> { &quot;A death prelude echoes in %s&#x27;s ears. The conductor: %s.&quot;, 7 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2030</td><td class="code"> },</td><td class="ln">2030</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2031</td><td class="code"> {</td><td class="ln">2031</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2032</td><td class="code"> { &quot;%s&#x27;s %s is destroyed by %s&#x27;s %s.&quot;, 3 },</td><td class="ln">2032</td><td class="code"> { &quot;%s&#x27;s %s is destroyed by %s&#x27;s %s.&quot;, 3 },</td></tr>
<tr><td class="ln del">2033</td><td class="del code"> { &quot;%s&#x27;의 %s, %s의 %s에게 파괴되었다.&quot;, 3 }, // ok!</td><td class="ln add">2033</td><td class="add code"> { &quot;%s&#x27;s %s was destroyed by %s&#x27;s %s.&quot;, 3 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2034</td><td class="code"> },</td><td class="ln">2034</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2035</td><td class="code"> {</td><td class="ln">2035</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2036</td><td class="code"> { &quot;%s brings the four horseman of the apocalypse down upon %s.&quot;, 4 },</td><td class="ln">2036</td><td class="code"> { &quot;%s brings the four horseman of the apocalypse down upon %s.&quot;, 4 },</td></tr>
<tr><td class="ln del">2037</td><td class="del code"> { &quot;%s(이)가 휘두르는 심판의 추가 %s에게 작렬했다.&quot;, 4 }, // ok!</td><td class="ln add">2037</td><td class="add code"> { &quot;The pendulum of judgment swung by %s strikes %s.&quot;, 4 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2038</td><td class="code"> },</td><td class="ln">2038</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2039</td><td class="code"> {</td><td class="ln">2039</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2040</td><td class="code"> { &quot;%s&#x27;s life flashes as %s reduces the %s to a burning wreck.&quot;, 5 },</td><td class="ln">2040</td><td class="code"> { &quot;%s&#x27;s life flashes as %s reduces the %s to a burning wreck.&quot;, 5 },</td></tr>
<tr><td class="ln del">2041</td><td class="del code"> { &quot;%s의 마지막 생명줄에, %s !&quot;, 7 - 100 }, // ok!</td><td class="ln add">2041</td><td class="add code"> { &quot;On %s&#x27;s last lifeline, %s!&quot;, 7 - 100 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2042</td><td class="code"> },</td><td class="ln">2042</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2043</td><td class="code"> {</td><td class="ln">2043</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2044</td><td class="code"> { &quot;%s is deafened by the resounding roar of the exploding %s, thanks to %s.&quot;, 1 },</td><td class="ln">2044</td><td class="code"> { &quot;%s is deafened by the resounding roar of the exploding %s, thanks to %s.&quot;, 1 },</td></tr>
<tr><td class="ln del">2045</td><td class="del code"> { &quot;%s 기체의 폭발소리와 함께, 저 하늘로 날아갔다. %s에게 영광을!&quot;, 7 }, // ok!</td><td class="ln add">2045</td><td class="add code"> { &quot;%s&#x27;s mech explodes skyward. Glory to %s!&quot;, 7 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2046</td><td class="code"> },</td><td class="ln">2046</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2047</td><td class="code"> {</td><td class="ln">2047</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2048</td><td class="code"> { &quot;A kill marker is placed on %s&#x27;s %s to mark the victory over %s.&quot;, 6 },</td><td class="ln">2048</td><td class="code"> { &quot;A kill marker is placed on %s&#x27;s %s to mark the victory over %s.&quot;, 6 },</td></tr>
<tr><td class="ln del">2049</td><td class="del code"> { &quot;%s의 %s에 새로운 킬마크를 추가해야 할 듯, 희생자는 %s&quot;, 6 }, // ok!</td><td class="ln add">2049</td><td class="add code"> { &quot;A new kill mark should be added to %s&#x27;s %s, victim: %s&quot;, 6 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2050</td><td class="code"> },</td><td class="ln">2050</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2051</td><td class="code"> {</td><td class="ln">2051</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2052</td><td class="code"> { &quot;%s is delivered unto the inferno with regards from %s.&quot;, 7 },</td><td class="ln">2052</td><td class="code"> { &quot;%s is delivered unto the inferno with regards from %s.&quot;, 7 },</td></tr>
<tr><td class="ln del">2053</td><td class="del code"> { &quot;%s, %s의 호위하에 지옥으로 향했다. %s에게 명복을!&quot;, 9 }, // ok!</td><td class="ln add">2053</td><td class="add code"> { &quot;%s headed to hell under %s&#x27;s escort. Rest in peace, %s!&quot;, 9 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2054</td><td class="code"> },</td><td class="ln">2054</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2055</td><td class="code"> {</td><td class="ln">2055</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2056</td><td class="code"> { &quot;Another kill marker is given up by %s, as %s celebrates victory.&quot;, 7 },</td><td class="ln">2056</td><td class="code"> { &quot;Another kill marker is given up by %s, as %s celebrates victory.&quot;, 7 },</td></tr>
<tr><td class="ln del">2057</td><td class="del code"> { &quot;%s, %s의 새로운 킬 마크가 되었다. 영원한 안식을…&quot;, 7 - 100 },</td><td class="ln add">2057</td><td class="add code"> { &quot;%s became %s&#x27;s new kill mark. Rest in peace...&quot;, 7 - 100 },</td></tr>
<tr class="eq"><td class="ln">2058</td><td class="code"> },</td><td class="ln">2058</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2059</td><td class="code"> {</td><td class="ln">2059</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2060</td><td class="code"> { &quot;Best wishes in the afterlife are presented to %s from %s.&quot;, 7 },</td><td class="ln">2060</td><td class="code"> { &quot;Best wishes in the afterlife are presented to %s from %s.&quot;, 7 },</td></tr>
<tr><td class="ln del">2061</td><td class="del code"> { &quot;%s에게 남은 것은 오직 %s에 대한 복수뿐!&quot;, 7 }, // ok!</td><td class="ln add">2061</td><td class="add code"> { &quot;All that remains for %s is revenge against %s!&quot;, 7 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2062</td><td class="code"> },</td><td class="ln">2062</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2063</td><td class="code"> {</td><td class="ln">2063</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2064</td><td class="code"> { &quot;Tragedy strikes %s as %s guns the %s down.&quot;, 5 },</td><td class="ln">2064</td><td class="code"> { &quot;Tragedy strikes %s as %s guns the %s down.&quot;, 5 },</td></tr>
<tr><td class="ln del">2065</td><td class="del code"> { &quot;%s 모든 화력을 동원해 %s의 %s을(를) 파괴했다.&quot;, 2 }, // ok!</td><td class="ln add">2065</td><td class="add code"> { &quot;%s brought all firepower to bear and destroyed %s&#x27;s %s.&quot;, 2 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2066</td><td class="code"> },</td><td class="ln">2066</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2067</td><td class="code"> {</td><td class="ln">2067</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2068</td><td class="code"> { &quot;%s earns the revenge of %s after the tragic destruction of the %s.&quot;, 2 },</td><td class="ln">2068</td><td class="code"> { &quot;%s earns the revenge of %s after the tragic destruction of the %s.&quot;, 2 },</td></tr>
<tr><td class="ln del">2069</td><td class="del code"> { &quot;%s의 비극적인 최후! %s 절망하는 %s을(를) 지켜볼 뿐이다.&quot;, 9 }, // ok!</td><td class="ln add">2069</td><td class="add code"> { &quot;A tragic end for %s! %s can only watch %s in despair.&quot;, 9 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2070</td><td class="code"> },</td><td class="ln">2070</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2071</td><td class="code">};</td><td class="ln">2071</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">2072</td><td class="code"></td><td class="ln">2072</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2077</td><td class="code">static SMSGFMT s_aSuicide[2][2] = {</td><td class="ln">2077</td><td class="code">static SMSGFMT s_aSuicide[2][2] = {</td></tr>
<tr class="eq"><td class="ln">2078</td><td class="code"> {</td><td class="ln">2078</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2079</td><td class="code"> { &quot;%s leaves the battlefield in disgrace after causing the destruction of the %s.&quot;, 0 },</td><td class="ln">2079</td><td class="code"> { &quot;%s leaves the battlefield in disgrace after causing the destruction of the %s.&quot;, 0 },</td></tr>
<tr><td class="ln del">2080</td><td class="del code"> { &quot;%s 자폭! %s 불명예스럽게 전장을 떠났다!&quot;, 2 },</td><td class="ln add">2080</td><td class="add code"> { &quot;%s self-destructed! %s left the battlefield in disgrace!&quot;, 2 },</td></tr>
<tr class="eq"><td class="ln">2081</td><td class="code"> },</td><td class="ln">2081</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2082</td><td class="code"> {</td><td class="ln">2082</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2083</td><td class="code"> { &quot;%s will not grace the halls of the honored mechwarriors after self-destructing the %s.&quot;, 0 },</td><td class="ln">2083</td><td class="code"> { &quot;%s will not grace the halls of the honored mechwarriors after self-destructing the %s.&quot;, 0 },</td></tr>
<tr><td class="ln del">2084</td><td class="del code"> { &quot;%s 자폭! 비겁자여, 진실로 승리를 원하는가?&quot;, 3 },</td><td class="ln add">2084</td><td class="add code"> { &quot;%s self-destructed! Coward, do you truly desire victory?&quot;, 3 },</td></tr>
<tr class="eq"><td class="ln">2085</td><td class="code"> },</td><td class="ln">2085</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2086</td><td class="code">};</td><td class="ln">2086</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">2087</td><td class="code"></td><td class="ln">2087</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 18 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2106</td><td class="code">static SMSGFMT s_aShot[10][2] = {</td><td class="ln">2106</td><td class="code">static SMSGFMT s_aShot[10][2] = {</td></tr>
<tr class="eq"><td class="ln">2107</td><td class="code"> {</td><td class="ln">2107</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2108</td><td class="code"> { &quot;%s&#x27;s %s fires the %s and damages the %s of %s&#x27;s %s.&quot;, 0 },</td><td class="ln">2108</td><td class="code"> { &quot;%s&#x27;s %s fires the %s and damages the %s of %s&#x27;s %s.&quot;, 0 },</td></tr>
<tr><td class="ln del">2109</td><td class="del code"> { &quot;%s %s의 %s에 %s으로 공격했다&quot;, 1 }, // ok!</td><td class="ln add">2109</td><td class="add code"> { &quot;%s attacked %s&#x27;s %s with %s&quot;, 1 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2110</td><td class="code"> },</td><td class="ln">2110</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2111</td><td class="code"> {</td><td class="ln">2111</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2112</td><td class="code"> { &quot;%s fires the %s&#x27;s %s and decimates the %s of %s&#x27;s %s.&quot;, 2 },</td><td class="ln">2112</td><td class="code"> { &quot;%s fires the %s&#x27;s %s and decimates the %s of %s&#x27;s %s.&quot;, 2 },</td></tr>
<tr><td class="ln del">2113</td><td class="del code"> { &quot;%s이(가) 탑승한 %s, %s로 %s이(가) 탑승한 %s의 %s에 피해를 입혔다.&quot;, 2 },</td><td class="ln add">2113</td><td class="add code"> { &quot;%s piloting %s damaged %s&#x27;s %s on %s&#x27;s %s.&quot;, 2 },</td></tr>
<tr class="eq"><td class="ln">2114</td><td class="code"> },</td><td class="ln">2114</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2115</td><td class="code"> {</td><td class="ln">2115</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2116</td><td class="code"> { &quot;%s&#x27;s %s takes a devastating hit in the %s from %s.&quot;, 3 },</td><td class="ln">2116</td><td class="code"> { &quot;%s&#x27;s %s takes a devastating hit in the %s from %s.&quot;, 3 },</td></tr>
<tr><td class="ln del">2117</td><td class="del code"> { &quot;%s의 %s, %s의 압도적인 공격에 %s에 피해를 입었다.&quot;, 4 }, // ok!</td><td class="ln add">2117</td><td class="add code"> { &quot;%s&#x27;s %s took damage to the %s under %s&#x27;s overwhelming attack.&quot;, 4 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2118</td><td class="code"> },</td><td class="ln">2118</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2119</td><td class="code"> {</td><td class="ln">2119</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2120</td><td class="code"> { &quot;%s&#x27;s %s suffers a direct hit to it&#x27;s %s from %s&#x27;s %s.&quot;, 5 },</td><td class="ln">2120</td><td class="code"> { &quot;%s&#x27;s %s suffers a direct hit to it&#x27;s %s from %s&#x27;s %s.&quot;, 5 },</td></tr>
<tr><td class="ln del">2121</td><td class="del code"> { &quot;%s의 %s은(는) %s의 %s에 직접적인 피해를 받았다. 피해 %s!&quot;, 6 -100},</td><td class="ln add">2121</td><td class="add code"> { &quot;%s&#x27;s %s took direct damage from %s&#x27;s %s. Damage: %s!&quot;, 6 -100},</td></tr>
<tr class="eq"><td class="ln">2122</td><td class="code"> },</td><td class="ln">2122</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2123</td><td class="code"> {</td><td class="ln">2123</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2124</td><td class="code"> { &quot;%s damages %s&#x27;s %s.&quot;, 7 },</td><td class="ln">2124</td><td class="code"> { &quot;%s damages %s&#x27;s %s.&quot;, 7 },</td></tr>
<tr><td class="ln del">2125</td><td class="del code"> { &quot;%s, %s의 %s에 피해를 입혔다..&quot;, 7 }, // ok!</td><td class="ln add">2125</td><td class="add code"> { &quot;%s dealt damage to %s&#x27;s %s..&quot;, 7 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2126</td><td class="code"> },</td><td class="ln">2126</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2127</td><td class="code"> {</td><td class="ln">2127</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2128</td><td class="code"> { &quot;Dense black smoke pours from %s&#x27;s %s as a result of %s&#x27;s targeted hit.&quot;, 8 },</td><td class="ln">2128</td><td class="code"> { &quot;Dense black smoke pours from %s&#x27;s %s as a result of %s&#x27;s targeted hit.&quot;, 8 },</td></tr>
<tr><td class="ln del">2129</td><td class="del code"> { &quot;%s의 절묘한 공격으로 %s의 %s에서 검은 연기가 퍼지고 있다.&quot;, 7 }, // ok!</td><td class="ln add">2129</td><td class="add code"> { &quot;Black smoke billows from %s&#x27;s %s from %s&#x27;s precise attack.&quot;, 7 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2130</td><td class="code"> },</td><td class="ln">2130</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2131</td><td class="code"> {</td><td class="ln">2131</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2132</td><td class="code"> { &quot;Fire boils from the damaged %s of %s&#x27;s %s after %s hits it with a %s.&quot;, 9 },</td><td class="ln">2132</td><td class="code"> { &quot;Fire boils from the damaged %s of %s&#x27;s %s after %s hits it with a %s.&quot;, 9 },</td></tr>
<tr><td class="ln del">2133</td><td class="del code"> { &quot;%s %s을(를) 발사하여, %s이(가) 탑승한 %s의 %s에 피해를 발생시켰다.&quot;, 10 }, // ok!</td><td class="ln add">2133</td><td class="add code"> { &quot;%s fired %s, dealing damage to the %s of %s&#x27;s %s.&quot;, 10 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2134</td><td class="code"> },</td><td class="ln">2134</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2135</td><td class="code"> {</td><td class="ln">2135</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2136</td><td class="code"> { &quot;Smoke and fire are trailing from %s&#x27;s %s, all results of the %s blast inflicted by %s.&quot;, 11 },</td><td class="ln">2136</td><td class="code"> { &quot;Smoke and fire are trailing from %s&#x27;s %s, all results of the %s blast inflicted by %s.&quot;, 11 },</td></tr>
<tr><td class="ln del">2137</td><td class="del code"> { &quot;%s의 %s 공격에, 불과 연기가 %s의 기체를 뒤덮고 있다.&quot;, 15 }, // ok!</td><td class="ln add">2137</td><td class="add code"> { &quot;Fire and smoke engulf %s&#x27;s mech from %s&#x27;s %s attack.&quot;, 15 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2138</td><td class="code"> },</td><td class="ln">2138</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2139</td><td class="code"> {</td><td class="ln">2139</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2140</td><td class="code"> { &quot;%s targets and fires the %s; %s cries in dismay as the %s&#x27;s %s is damaged.&quot;, 10 },</td><td class="ln">2140</td><td class="code"> { &quot;%s targets and fires the %s; %s cries in dismay as the %s&#x27;s %s is damaged.&quot;, 10 },</td></tr>
<tr><td class="ln del">2141</td><td class="del code"> { &quot;%s %s을(를) 조준하여 %s이(가) 탑승한 %s의 %s에 맞춘 후 방아쇠를 당겼다.&quot;, 10 }, // ok!</td><td class="ln add">2141</td><td class="add code"> { &quot;%s aimed %s and pulled the trigger, hitting the %s of %s&#x27;s %s.&quot;, 10 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2142</td><td class="code"> },</td><td class="ln">2142</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2143</td><td class="code"> {</td><td class="ln">2143</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2144</td><td class="code"> { &quot;%s takes a severe wound to the %s as %s aims for the %s again.&quot;, 13 },</td><td class="ln">2144</td><td class="code"> { &quot;%s takes a severe wound to the %s as %s aims for the %s again.&quot;, 13 },</td></tr>
<tr><td class="ln del">2145</td><td class="del code"> { &quot;%s 다시 %s의 %s을(를) 조준하여 사격했다. %s, %s에 심각한 피해를 입은 듯.&quot;, 14 -100},</td><td class="ln add">2145</td><td class="add code"> { &quot;%s aimed again at %s&#x27;s %s and fired. %s seems to have taken serious damage to %s.&quot;, 14 -100},</td></tr>
<tr class="eq"><td class="ln">2146</td><td class="code"> },</td><td class="ln">2146</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2147</td><td class="code">};</td><td class="ln">2147</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">2148</td><td class="code"></td><td class="ln">2148</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 1 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2150</td><td class="code">static SMSGFMT s_aCTF[1][2] = {</td><td class="ln">2150</td><td class="code">static SMSGFMT s_aCTF[1][2] = {</td></tr>
<tr class="eq"><td class="ln">2151</td><td class="code"> {</td><td class="ln">2151</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2152</td><td class="code"> { &quot;%s captured flag.&quot;, 0 },</td><td class="ln">2152</td><td class="code"> { &quot;%s captured flag.&quot;, 0 },</td></tr>
<tr><td class="ln del">2153</td><td class="del code"> { &quot;%s, 깃발 획득!.&quot;, 0 },</td><td class="ln add">2153</td><td class="add code"> { &quot;%s captured the flag!&quot;, 0 },</td></tr>
<tr class="eq"><td class="ln">2154</td><td class="code"> },</td><td class="ln">2154</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2155</td><td class="code">};</td><td class="ln">2155</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">2156</td><td class="code">static SMSGFMT s_aFBK[1][2] = {</td><td class="ln">2156</td><td class="code">static SMSGFMT s_aFBK[1][2] = {</td></tr>
<tr class="eq"><td class="ln">2157</td><td class="code"> {</td><td class="ln">2157</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2158</td><td class="code"> { &quot;%s destroyed friendly building.&quot;, 0 },</td><td class="ln">2158</td><td class="code"> { &quot;%s destroyed friendly building.&quot;, 0 },</td></tr>
<tr><td class="ln del">2159</td><td class="del code"> { &quot;%s, 깃발 획득!.&quot;, 0 },</td><td class="ln add">2159</td><td class="add code"> { &quot;%s captured the flag!&quot;, 0 },</td></tr>
<tr class="eq"><td class="ln">2160</td><td class="code"> },</td><td class="ln">2160</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2161</td><td class="code">};</td><td class="ln">2161</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">2162</td><td class="code">static SMSGFMT s_aEBK[1][2] = {</td><td class="ln">2162</td><td class="code">static SMSGFMT s_aEBK[1][2] = {</td></tr>
<tr class="eq"><td class="ln">2163</td><td class="code"> {</td><td class="ln">2163</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2164</td><td class="code"> { &quot;%s destroyed enemy building.&quot;, 0 },</td><td class="ln">2164</td><td class="code"> { &quot;%s destroyed enemy building.&quot;, 0 },</td></tr>
<tr><td class="ln del">2165</td><td class="del code"> { &quot;%s, 깃발 획득!.&quot;, 0 },</td><td class="ln add">2165</td><td class="add code"> { &quot;%s captured the flag!&quot;, 0 },</td></tr>
<tr class="eq"><td class="ln">2166</td><td class="code"> },</td><td class="ln">2166</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2167</td><td class="code">};</td><td class="ln">2167</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">2168</td><td class="code">const SMSGFMT* pcFMT;</td><td class="ln">2168</td><td class="code">const SMSGFMT* pcFMT;</td></tr>
<tr><td colspan="4" class="hunk">... 1338 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3507</td><td class="code">//</td><td class="ln">3507</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">3508</td><td class="code"></td><td class="ln">3508</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3509</td><td class="code">#endif // !defined(__RECSCORE_CPP__)</td><td class="ln">3509</td><td class="code">#endif // !defined(__RECSCORE_CPP__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4Application/Cstr.cpp</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#define __INTERNAL__</td><td class="ln">1</td><td class="code">#define __INTERNAL__</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">2</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;malloc.h&quot;</td><td class="ln">3</td><td class="code">#include &quot;malloc.h&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 1073 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1077</td><td class="code"> int nTotalLength;</td><td class="ln">1077</td><td class="code"> int nTotalLength;</td></tr>
<tr class="eq"><td class="ln">1078</td><td class="code"> int i, nSize = GetSize();</td><td class="ln">1078</td><td class="code"> int i, nSize = GetSize();</td></tr>
<tr class="eq"><td class="ln">1079</td><td class="code"></td><td class="ln">1079</td><td class="code"></td></tr>
<tr><td class="ln del">1080</td><td class="del code"> nTotalLength = nSize; // nSize개의 &#x27;\0&#x27;</td><td class="ln add">1080</td><td class="add code"> nTotalLength = nSize; // nSize null terminators &#x27;\0&#x27;</td></tr>
<tr class="eq"><td class="ln">1081</td><td class="code"> for(i = 0; i &lt; nSize; i++) {</td><td class="ln">1081</td><td class="code"> for(i = 0; i &lt; nSize; i++) {</td></tr>
<tr class="eq"><td class="ln">1082</td><td class="code"> nTotalLength += strlen(GetAt(i));</td><td class="ln">1082</td><td class="code"> nTotalLength += strlen(GetAt(i));</td></tr>
<tr class="eq"><td class="ln">1083</td><td class="code"> }</td><td class="ln">1083</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 208 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1292</td><td class="code"> }</td><td class="ln">1292</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1293</td><td class="code">}</td><td class="ln">1293</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1294</td><td class="code">#endif // _DEBUG</td><td class="ln">1294</td><td class="code">#endif // _DEBUG</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4Application/Eula.cpp</h2>
<div class="summary">+11 -6 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include&quot;MW4AppHeaders.hpp&quot;</td><td class="ln">1</td><td class="code">#include&quot;MW4AppHeaders.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include&lt;Windows.h&gt;</td><td class="ln">2</td><td class="code">#include&lt;Windows.h&gt;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">4</td><td class="code">//</td><td class="ln">4</td><td class="code">//</td></tr>
<tr><td class="ln del">5</td><td class="del code">//Do not use</td><td class="ln add">5</td><td class="add code">//Do not use ....\EulaTest\\1.0 as the key for your game; use your game name and version instead...</td></tr>
<tr><td class="ln del">6</td><td class="del code">.\EulaTest\\1.0 as the key for your game; use your game name and version instead</td><td class="ln add"></td><td class="add code"></td></tr>
<tr><td class="ln del">7</td><td class="del code"></td><td class="ln add"></td><td class="add code"></td></tr>
<tr class="eq"><td class="ln">8</td><td class="code"></td><td class="ln">6</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">9</td><td class="code">// PLEASE NOTE: do not place backslashes on beginning or end of regkey.</td><td class="ln">7</td><td class="code">// PLEASE NOTE: do not place backslashes on beginning or end of regkey.</td></tr>
<tr class="eq"><td class="ln">10</td><td class="code">//</td><td class="ln">8</td><td class="code">//</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">13</td><td class="code">typedef DWORD (*EBUPROC) (LPCTSTR lpRegKeyLocation, LPCTSTR lpEULAFileName, LPCSTR lpWarrantyFileName, BOOL fCheckForFirstRun);</td><td class="ln">11</td><td class="code">typedef DWORD (*EBUPROC) (LPCTSTR lpRegKeyLocation, LPCTSTR lpEULAFileName, LPCSTR lpWarrantyFileName, BOOL fCheckForFirstRun);</td></tr>
<tr class="eq"><td class="ln">14</td><td class="code"></td><td class="ln">12</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">15</td><td class="code">//</td><td class="ln">13</td><td class="code">//</td></tr>
<tr><td class="ln del">16</td><td class="del code">//The game application’s .RC file should define strings for the EULA and WARRANTY pathnames</td><td class="ln add">14</td><td class="add code">//The game application&#x27;s .RC file should define strings for the EULA and WARRANTY pathnames...</td></tr>
<tr><td class="ln del">17</td><td class="del code"></td><td class="ln add"></td><td class="add code"></td></tr>
<tr class="eq"><td class="ln">18</td><td class="code"></td><td class="ln">15</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">19</td><td class="code">//</td><td class="ln">16</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">20</td><td class="code"></td><td class="ln">17</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 10 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">31</td><td class="code"> if (NULL == hMod)</td><td class="ln">28</td><td class="code"> if (NULL == hMod)</td></tr>
<tr class="eq"><td class="ln">32</td><td class="code"> hMod = LoadLibrary(&quot;EBUEula.dll&quot;);</td><td class="ln">29</td><td class="code"> hMod = LoadLibrary(&quot;EBUEula.dll&quot;);</td></tr>
<tr class="eq"><td class="ln">33</td><td class="code"></td><td class="ln">30</td><td class="code"></td></tr>
<tr><td class="ln del">34</td><td class="del code"> if (NULL == hMod) // can’t attach to DLL</td><td class="ln add">31</td><td class="add code"> if (NULL == hMod) // can&#x27;t attach to DLL</td></tr>
<tr class="eq"><td class="ln">35</td><td class="code"> {</td><td class="ln">32</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">36</td><td class="code"> STOP((&quot;Cannot Load EBUEula.dll&quot;));</td><td class="ln">33</td><td class="code"> STOP((&quot;Cannot Load EBUEula.dll&quot;));</td></tr>
<tr class="eq"><td class="ln">37</td><td class="code"> }</td><td class="ln">34</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">38</td><td class="code"> pfnEBUEula = (EBUPROC) GetProcAddress(hMod, &quot;EBUEula&quot;);</td><td class="ln">35</td><td class="code"> pfnEBUEula = (EBUPROC) GetProcAddress(hMod, &quot;EBUEula&quot;);</td></tr>
<tr class="eq"><td class="ln">39</td><td class="code"></td><td class="ln">36</td><td class="code"></td></tr>
<tr><td class="ln del">40</td><td class="del code"> if (NULL == pfnEBUEula) // can’t find entry point</td><td class="ln add">37</td><td class="add code"> if (NULL == pfnEBUEula) // can&#x27;t find entry point</td></tr>
<tr class="eq"><td class="ln">41</td><td class="code"> {</td><td class="ln">38</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">42</td><td class="code"> FreeLibrary(hMod);</td><td class="ln">39</td><td class="code"> FreeLibrary(hMod);</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code"> STOP((&quot;Cannot Find Entry Point to EBUEula.dll&quot;));</td><td class="ln">40</td><td class="code"> STOP((&quot;Cannot Find Entry Point to EBUEula.dll&quot;));</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code"></td><td class="ln">43</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">47</td><td class="code"> //</td><td class="ln">44</td><td class="code"> //</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code"> //This call enables both EULA and warranty accepting/viewing/printing. If your</td><td class="ln">45</td><td class="code"> //This call enables both EULA and warranty accepting/viewing/printing. If your</td></tr>
<tr><td class="ln del">49</td><td class="del code"> //game doesn’t ship with a WARRANTY file, specifiy NULL instead of szWarranty</td><td class="ln add">46</td><td class="add code"> //game doesn&#x27;t ship with a WARRANTY file, specifiy NULL instead of szWarranty...</td></tr>
<tr class="eq"><td class="ln">50</td><td class="code"></td><td class="ln">47</td><td class="code"></td></tr>
<tr><td class="ln del">51</td><td class="del code"></td><td class="ln add">48</td><td class="add code"> //The code below, for instance, works with both OEM and retail builds...</td></tr>
<tr><td class="ln del">52</td><td class="del code"> //The code below, for instance, works with both OEM and retail builds</td><td class="ln add"></td><td class="add code"></td></tr>
<tr><td class="ln del">53</td><td class="del code"></td><td class="ln add"></td><td class="add code"></td></tr>
<tr class="eq"><td class="ln">54</td><td class="code"></td><td class="ln">49</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">55</td><td class="code"> //</td><td class="ln">50</td><td class="code"> //</td></tr>
<tr class="eq"><td class="ln">56</td><td class="code"> const char *pszWarrantyParam = 0xFFFFFFFF != GetFileAttributes(warranty_filename) ? warranty_filename : NULL;</td><td class="ln">51</td><td class="code"> const char *pszWarrantyParam = 0xFFFFFFFF != GetFileAttributes(warranty_filename) ? warranty_filename : NULL;</td></tr>
<tr><td colspan="4" class="hunk">... 50 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">107</td><td class="code"> if(needflip) gos_EnableSetting(gos_Set_MinMaxApp,1);</td><td class="ln">102</td><td class="code"> if(needflip) gos_EnableSetting(gos_Set_MinMaxApp,1);</td></tr>
<tr class="eq"><td class="ln">108</td><td class="code"> return res;</td><td class="ln">103</td><td class="code"> return res;</td></tr>
<tr class="eq"><td class="ln">109</td><td class="code">}</td><td class="ln">104</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4Application/MW4Application.cpp</h2>
<div class="summary">+10 -10 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">//===========================================================================//</td><td class="ln">1</td><td class="code">//===========================================================================//</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">// File: MW4Application.cpp //</td><td class="ln">2</td><td class="code">// File: MW4Application.cpp //</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">//---------------------------------------------------------------------------//</td><td class="ln">3</td><td class="code">//---------------------------------------------------------------------------//</td></tr>
<tr><td colspan="4" class="hunk">... 186 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">190</td><td class="code">extern bool(__cdecl *NoCDMessageFunction)(void);</td><td class="ln">190</td><td class="code">extern bool(__cdecl *NoCDMessageFunction)(void);</td></tr>
<tr class="eq"><td class="ln">191</td><td class="code"></td><td class="ln">191</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">192</td><td class="code">extern bool gNoDialogs;</td><td class="ln">192</td><td class="code">extern bool gNoDialogs;</td></tr>
<tr><td class="ln del">193</td><td class="del code">//상훈.. begin</td><td class="ln add">193</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">194</td><td class="code">extern bool use_shgui;</td><td class="ln">194</td><td class="code">extern bool use_shgui;</td></tr>
<tr class="eq"><td class="ln">195</td><td class="code">extern int SCREENS;</td><td class="ln">195</td><td class="code">extern int SCREENS;</td></tr>
<tr><td class="ln del">196</td><td class="del code">//상훈.. end</td><td class="ln add">196</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">197</td><td class="code"></td><td class="ln">197</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">198</td><td class="code">bool gRunEula=true;</td><td class="ln">198</td><td class="code">bool gRunEula=true;</td></tr>
<tr class="eq"><td class="ln">199</td><td class="code">bool gNoCD=false;</td><td class="ln">199</td><td class="code">bool gNoCD=false;</td></tr>
<tr><td colspan="4" class="hunk">... 90 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">290</td><td class="code"></td><td class="ln">290</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">291</td><td class="code"></td><td class="ln">291</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">292</td><td class="code">// bool needflip=Environment.fullScreen &amp;&amp; IsFirstRun();</td><td class="ln">292</td><td class="code">// bool needflip=Environment.fullScreen &amp;&amp; IsFirstRun();</td></tr>
<tr><td class="ln del">293</td><td class="del code"> //상훈 앞</td><td class="ln add">293</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">294</td><td class="code"> bool needflip=false;</td><td class="ln">294</td><td class="code"> bool needflip=false;</td></tr>
<tr><td class="ln del">295</td><td class="del code"> //상훈 뒤</td><td class="ln add">295</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">296</td><td class="code"> if(needflip){</td><td class="ln">296</td><td class="code"> if(needflip){</td></tr>
<tr><td class="ln del">297</td><td class="del code"> //상훈 앞</td><td class="ln add">297</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">298</td><td class="code"> //MessageBeep(MB_ICONEXCLAMATION);</td><td class="ln">298</td><td class="code"> //MessageBeep(MB_ICONEXCLAMATION);</td></tr>
<tr><td class="ln del">299</td><td class="del code"> //상훈 뒤</td><td class="ln add">299</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">300</td><td class="code"></td><td class="ln">300</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">301</td><td class="code"> EnterWindowMode();</td><td class="ln">301</td><td class="code"> EnterWindowMode();</td></tr>
<tr class="eq"><td class="ln">302</td><td class="code"> }</td><td class="ln">302</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 33 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">336</td><td class="code"> {</td><td class="ln">336</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">337</td><td class="code"> //Original</td><td class="ln">337</td><td class="code"> //Original</td></tr>
<tr class="eq"><td class="ln">338</td><td class="code"> //page-&gt;GetEntry(&quot;videodriverindex&quot;,&amp;Environment.FullScreenDevice);</td><td class="ln">338</td><td class="code"> //page-&gt;GetEntry(&quot;videodriverindex&quot;,&amp;Environment.FullScreenDevice);</td></tr>
<tr><td class="ln del">339</td><td class="del code"> //상훈</td><td class="ln add">339</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">340</td><td class="code"> Environment.FullScreenDevice=0;</td><td class="ln">340</td><td class="code"> Environment.FullScreenDevice=0;</td></tr>
<tr class="eq"><td class="ln">341</td><td class="code"> page-&gt;GetEntry(&quot;antialias&quot;,&amp;Environment.AntiAlias);</td><td class="ln">341</td><td class="code"> page-&gt;GetEntry(&quot;antialias&quot;,&amp;Environment.AntiAlias);</td></tr>
<tr class="eq"><td class="ln">342</td><td class="code"> page-&gt;GetEntry(&quot;bitdepth&quot;,&amp;Environment.bitDepth);</td><td class="ln">342</td><td class="code"> page-&gt;GetEntry(&quot;bitdepth&quot;,&amp;Environment.bitDepth);</td></tr>
<tr><td colspan="4" class="hunk">... 12 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">355</td><td class="code"> //Original</td><td class="ln">355</td><td class="code"> //Original</td></tr>
<tr class="eq"><td class="ln">356</td><td class="code"> //page-&gt;GetEntry(&quot;HudDamageMode&quot;,&amp;VehicleInterface::hudDamageMode);</td><td class="ln">356</td><td class="code"> //page-&gt;GetEntry(&quot;HudDamageMode&quot;,&amp;VehicleInterface::hudDamageMode);</td></tr>
<tr class="eq"><td class="ln">357</td><td class="code"> //page-&gt;GetEntry(&quot;HudTargetDamageMode&quot;,&amp;VehicleInterface::hudTargetDamageMode);</td><td class="ln">357</td><td class="code"> //page-&gt;GetEntry(&quot;HudTargetDamageMode&quot;,&amp;VehicleInterface::hudTargetDamageMode);</td></tr>
<tr><td class="ln del">358</td><td class="del code"> //상훈</td><td class="ln add">358</td><td class="add code"> //sanghoon</td></tr>
<tr class="eq"><td class="ln">359</td><td class="code"> VehicleInterface::hudDamageMode=false;</td><td class="ln">359</td><td class="code"> VehicleInterface::hudDamageMode=false;</td></tr>
<tr class="eq"><td class="ln">360</td><td class="code"> VehicleInterface::hudTargetDamageMode=false;</td><td class="ln">360</td><td class="code"> VehicleInterface::hudTargetDamageMode=false;</td></tr>
<tr class="eq"><td class="ln">361</td><td class="code"> }</td><td class="ln">361</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 726 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1088</td><td class="code"> Environment.soundDisable = (strstr(all_lower, &quot;-nosound&quot;) != NULL);</td><td class="ln">1088</td><td class="code"> Environment.soundDisable = (strstr(all_lower, &quot;-nosound&quot;) != NULL);</td></tr>
<tr class="eq"><td class="ln">1089</td><td class="code"> Environment.fullScreen = (strstr(all_lower, &quot;-window&quot;) == NULL);</td><td class="ln">1089</td><td class="code"> Environment.fullScreen = (strstr(all_lower, &quot;-window&quot;) == NULL);</td></tr>
<tr class="eq"><td class="ln">1090</td><td class="code"></td><td class="ln">1090</td><td class="code"></td></tr>
<tr><td class="ln del">1091</td><td class="del code"> //상훈짱.. begin</td><td class="ln add">1091</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">1092</td><td class="code"> use_shgui=Environment.fullScreen?1:0;</td><td class="ln">1092</td><td class="code"> use_shgui=Environment.fullScreen?1:0;</td></tr>
<tr><td class="ln del">1093</td><td class="del code"> //상훈짱.. end</td><td class="ln add">1093</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">1094</td><td class="code"></td><td class="ln">1094</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1095</td><td class="code"> gNoAutoConfig= (strstr(all_lower, &quot;-noautoconfig&quot;) != NULL);</td><td class="ln">1095</td><td class="code"> gNoAutoConfig= (strstr(all_lower, &quot;-noautoconfig&quot;) != NULL);</td></tr>
<tr class="eq"><td class="ln">1096</td><td class="code"></td><td class="ln">1096</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 815 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1912</td><td class="code"> return g_nCTCL;</td><td class="ln">1912</td><td class="code"> return g_nCTCL;</td></tr>
<tr class="eq"><td class="ln">1913</td><td class="code">}</td><td class="ln">1913</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1914</td><td class="code">// jcem - end</td><td class="ln">1914</td><td class="code">// jcem - end</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4Application/ctcl.cpp</h2>
<div class="summary">+26 -26 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">// ctcl.cpp : Defines the entry point for the DLL application.</td><td class="ln">1</td><td class="code">// ctcl.cpp : Defines the entry point for the DLL application.</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//</td><td class="ln">2</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 513 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">517</td><td class="code"> BYTE bCode;</td><td class="ln">517</td><td class="code"> BYTE bCode;</td></tr>
<tr class="eq"><td class="ln">518</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td><td class="ln">518</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td></tr>
<tr class="eq"><td class="ln">519</td><td class="code"> ASSERT((bCode == 0) || (bCode == 3));</td><td class="ln">519</td><td class="code"> ASSERT((bCode == 0) || (bCode == 3));</td></tr>
<tr><td class="ln del">520</td><td class="del code"> // 받아가시오 from Game to console...</td><td class="ln add">520</td><td class="add code"> // Receiving from Game to console...</td></tr>
<tr class="eq"><td class="ln">521</td><td class="code"> SYSTEMTIME* pSysTime;</td><td class="ln">521</td><td class="code"> SYSTEMTIME* pSysTime;</td></tr>
<tr class="eq"><td class="ln">522</td><td class="code"> WORD wSysTimeSize;</td><td class="ln">522</td><td class="code"> WORD wSysTimeSize;</td></tr>
<tr class="eq"><td class="ln">523</td><td class="code"> GUID* pGUID;</td><td class="ln">523</td><td class="code"> GUID* pGUID;</td></tr>
<tr><td colspan="4" class="hunk">... 9 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">533</td><td class="code"> pSF = g_pCTCLManager-&gt;m_SFM_Recv.Find(*pGUID, nType);</td><td class="ln">533</td><td class="code"> pSF = g_pCTCLManager-&gt;m_SFM_Recv.Find(*pGUID, nType);</td></tr>
<tr class="eq"><td class="ln">534</td><td class="code"> if (pSF) {</td><td class="ln">534</td><td class="code"> if (pSF) {</td></tr>
<tr class="eq"><td class="ln">535</td><td class="code"> if (bCode == 3) {</td><td class="ln">535</td><td class="code"> if (bCode == 3) {</td></tr>
<tr><td class="ln del">536</td><td class="del code"> // 미션리뷰 서버가 mission review 받았다는 것을 받았느냐?</td><td class="ln add">536</td><td class="add code"> // Did we receive confirmation the mission review server got the mission review?</td></tr>
<tr class="eq"><td class="ln">537</td><td class="code"> pSF-&gt;m_bProcessed = true;</td><td class="ln">537</td><td class="code"> pSF-&gt;m_bProcessed = true;</td></tr>
<tr class="eq"><td class="ln">538</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Recv.Cut(pSF);</td><td class="ln">538</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Recv.Cut(pSF);</td></tr>
<tr class="eq"><td class="ln">539</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Done.AddTail(pSF);</td><td class="ln">539</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Done.AddTail(pSF);</td></tr>
<tr><td colspan="4" class="hunk">... 370 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">910</td><td class="code"> BYTE bCode;</td><td class="ln">910</td><td class="code"> BYTE bCode;</td></tr>
<tr class="eq"><td class="ln">911</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td><td class="ln">911</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td></tr>
<tr class="eq"><td class="ln">912</td><td class="code"> ASSERT((bCode == 1) || (bCode == 2));</td><td class="ln">912</td><td class="code"> ASSERT((bCode == 1) || (bCode == 2));</td></tr>
<tr><td class="ln del">913</td><td class="del code"> // 받았오 from console to Game...</td><td class="ln add">913</td><td class="add code"> // Received from console to Game...</td></tr>
<tr class="eq"><td class="ln">914</td><td class="code"> SYSTEMTIME* pSysTime;</td><td class="ln">914</td><td class="code"> SYSTEMTIME* pSysTime;</td></tr>
<tr class="eq"><td class="ln">915</td><td class="code"> WORD wSysTimeSize;</td><td class="ln">915</td><td class="code"> WORD wSysTimeSize;</td></tr>
<tr class="eq"><td class="ln">916</td><td class="code"> GUID* pGUID;</td><td class="ln">916</td><td class="code"> GUID* pGUID;</td></tr>
<tr><td colspan="4" class="hunk">... 520 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1437</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td><td class="ln">1437</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td></tr>
<tr class="eq"><td class="ln">1438</td><td class="code"> } else {</td><td class="ln">1438</td><td class="code"> } else {</td></tr>
<tr class="eq"><td class="ln">1439</td><td class="code"> /*</td><td class="ln">1439</td><td class="code"> /*</td></tr>
<tr><td class="ln del">1440</td><td class="del code"> 클라이언트나 서버의 경우 실행되는 코드이다.</td><td class="ln add">1440</td><td class="add code"> Code executed for both client and server.</td></tr>
<tr><td class="ln del">1441</td><td class="del code"></td><td class="ln add">1441</td><td class="add code"></td></tr>
<tr><td class="ln del">1442</td><td class="del code"> *있을수 있는 상태들</td><td class="ln add">1442</td><td class="add code"> *Possible states:</td></tr>
<tr><td class="ln del">1443</td><td class="del code"> 서버/클라이언트가 결정되기전.. 명령 대기상태</td><td class="ln add">1443</td><td class="add code"> Before server/client role is determined: waiting for commands</td></tr>
<tr><td class="ln del">1444</td><td class="del code"> (종료/서버시작/클라이언트 시작등의 명령이 올수 있다.)</td><td class="ln add">1444</td><td class="add code"> (Commands such as exit/start-server/start-client may arrive.)</td></tr>
<tr><td class="ln del">1445</td><td class="del code"></td><td class="ln add">1445</td><td class="add code"></td></tr>
<tr><td class="ln del">1446</td><td class="del code"> 서버로 실행되어 서버 메크 설정에 대한 데이타를 기다리는 상태</td><td class="ln add">1446</td><td class="add code"> Running as server, waiting for server mech configuration data</td></tr>
<tr><td class="ln del">1447</td><td class="del code"> (CreateSession가 실행된 상태이다.)</td><td class="ln add">1447</td><td class="add code"> (State after CreateSession has been called.)</td></tr>
<tr><td class="ln del">1448</td><td class="del code"> 서버로 실행되어 Bot들에 대한 정보를 기다리는 상태</td><td class="ln add">1448</td><td class="add code"> Running as server, waiting for Bot information</td></tr>
<tr><td class="ln del">1449</td><td class="del code"> (클라이언트의 참여는 클라이언트와 서버간에 자동으로 이루어진다.)</td><td class="ln add">1449</td><td class="add code"> (Client joining happens automatically between client and server.)</td></tr>
<tr><td class="ln del">1450</td><td class="del code"> 서버로 실행되어 Launch를 기다리는 상태</td><td class="ln add">1450</td><td class="add code"> Running as server, waiting for Launch</td></tr>
<tr><td class="ln del">1451</td><td class="del code"></td><td class="ln add">1451</td><td class="add code"></td></tr>
<tr><td class="ln del">1452</td><td class="del code"> ==&gt;클라이언트는 실행즉시 데이타들이 전달되므로 대기상태가 없다.</td><td class="ln add">1452</td><td class="add code"> ==&gt;Client has no waiting state as data is transferred immediately on startup.</td></tr>
<tr><td class="ln del">1453</td><td class="del code"></td><td class="ln add">1453</td><td class="add code"></td></tr>
<tr><td class="ln del">1454</td><td class="del code"> ==&gt;각각의 상태를 정의하고 각 상태에 맞는 처리를 해주면 된다.</td><td class="ln add">1454</td><td class="add code"> ==&gt;Define each state and implement the appropriate handling for each.</td></tr>
<tr class="eq"><td class="ln">1455</td><td class="code"> switch(state){</td><td class="ln">1455</td><td class="code"> switch(state){</td></tr>
<tr class="eq"><td class="ln">1456</td><td class="code"> }</td><td class="ln">1456</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1457</td><td class="code"> */</td><td class="ln">1457</td><td class="code"> */</td></tr>
<tr><td colspan="4" class="hunk">... 75 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1533</td><td class="code"> }</td><td class="ln">1533</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1534</td><td class="code"> break;</td><td class="ln">1534</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">1535</td><td class="code"> case 1:</td><td class="ln">1535</td><td class="code"> case 1:</td></tr>
<tr><td class="ln del">1536</td><td class="del code"> //서버/클라이언트로서 실행준비하도록 명령을 전달한다.</td><td class="ln add">1536</td><td class="add code"> //Send command to prepare for execution as server/client.</td></tr>
<tr><td class="ln del">1537</td><td class="del code"> //또한 서버를 실행하는데 필요한 모든 파라미터도 함께 전달한다.</td><td class="ln add">1537</td><td class="add code"> //Also transmit all parameters required to run the server.</td></tr>
<tr class="eq"><td class="ln">1538</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td><td class="ln">1538</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td></tr>
<tr class="eq"><td class="ln">1539</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td><td class="ln">1539</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td></tr>
<tr class="eq"><td class="ln">1540</td><td class="code"> if (!pi.m_bBot) {</td><td class="ln">1540</td><td class="code"> if (!pi.m_bBot) {</td></tr>
<tr><td colspan="4" class="hunk">... 20 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1561</td><td class="code"> }</td><td class="ln">1561</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1562</td><td class="code"> }</td><td class="ln">1562</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1563</td><td class="code"> if (i == g_nPlayerInfos) {</td><td class="ln">1563</td><td class="code"> if (i == g_nPlayerInfos) {</td></tr>
<tr><td class="ln del">1564</td><td class="del code"> // Bot들에 대한 정보를 모두 한데 묶어서 보낸다.</td><td class="ln add">1564</td><td class="add code"> // Bundle and send all Bot information together.</td></tr>
<tr class="eq"><td class="ln">1565</td><td class="code"> CPacket pak(&amp;SVR.GetGameSOC());</td><td class="ln">1565</td><td class="code"> CPacket pak(&amp;SVR.GetGameSOC());</td></tr>
<tr class="eq"><td class="ln">1566</td><td class="code"></td><td class="ln">1566</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1567</td><td class="code"> pak.Assemble(&quot;B&quot;, C_BOTS);</td><td class="ln">1567</td><td class="code"> pak.Assemble(&quot;B&quot;, C_BOTS);</td></tr>
<tr class="eq"><td class="ln">1568</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td><td class="ln">1568</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td></tr>
<tr><td class="ln del">1569</td><td class="del code"> if (i != g_nServer) { // 원래 Bot만 지금은 서버를 제외한 전부...</td><td class="ln add">1569</td><td class="add code"> if (i != g_nServer) { // Originally bots only; now everyone except the server...</td></tr>
<tr class="eq"><td class="ln">1570</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td><td class="ln">1570</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td></tr>
<tr class="eq"><td class="ln">1571</td><td class="code"> pak.Assemble(&quot;BnsDWwsnn&quot;, 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);</td><td class="ln">1571</td><td class="code"> pak.Assemble(&quot;BnsDWwsnn&quot;, 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);</td></tr>
<tr class="eq"><td class="ln">1572</td><td class="code"> }</td><td class="ln">1572</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1577</td><td class="code"> }</td><td class="ln">1577</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1578</td><td class="code"> break;</td><td class="ln">1578</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">1579</td><td class="code"> case 4:</td><td class="ln">1579</td><td class="code"> case 4:</td></tr>
<tr><td class="ln del">1580</td><td class="del code"> // 게임이 성공적으로 만들어지면 서버와 클라이언트들의 Mech에 대한 정보들을 Set한다...</td><td class="ln add">1580</td><td class="add code"> // Once the game is successfully created, set Mech info for server and all clients...</td></tr>
<tr class="eq"><td class="ln">1581</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkCreateSession) {</td><td class="ln">1581</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkCreateSession) {</td></tr>
<tr class="eq"><td class="ln">1582</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td><td class="ln">1582</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td></tr>
<tr><td class="ln del">1583</td><td class="del code"> if (i != g_nServer) { // 서버는 이미 SetMech에 진입한 상태...</td><td class="ln add">1583</td><td class="add code"> if (i != g_nServer) { // Server has already entered SetMech...</td></tr>
<tr class="eq"><td class="ln">1584</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td><td class="ln">1584</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td></tr>
<tr class="eq"><td class="ln">1585</td><td class="code"> if (!pi.m_bBot) {</td><td class="ln">1585</td><td class="code"> if (!pi.m_bBot) {</td></tr>
<tr class="eq"><td class="ln">1586</td><td class="code"> CTeslaInfo&amp; ti = m_aTIs.GetAt(pi.m_nLevelOrTesla);</td><td class="ln">1586</td><td class="code"> CTeslaInfo&amp; ti = m_aTIs.GetAt(pi.m_nLevelOrTesla);</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1593</td><td class="code"> }</td><td class="ln">1593</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1594</td><td class="code"> break;</td><td class="ln">1594</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">1595</td><td class="code"> case 6:</td><td class="ln">1595</td><td class="code"> case 6:</td></tr>
<tr><td class="ln del">1596</td><td class="del code"> //모든 클라이언드들이 서버에 참여하기를 기다린다.&lt;==이 응답은 서버로 부터 얻을 수 있다.</td><td class="ln add">1596</td><td class="add code"> //Wait for all clients to join the server. &lt;==This response comes from the server.</td></tr>
<tr><td class="ln del">1597</td><td class="del code"> //참여가 모두 끝났으면, 서버로 하여금 게임을 Launch시키도록 한다.</td><td class="ln add">1597</td><td class="add code"> //Once all clients have joined, instruct the server to Launch the game.</td></tr>
<tr class="eq"><td class="ln">1598</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkLaunchReady) {</td><td class="ln">1598</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkLaunchReady) {</td></tr>
<tr class="eq"><td class="ln">1599</td><td class="code"> g_nMech4Comm = 9;</td><td class="ln">1599</td><td class="code"> g_nMech4Comm = 9;</td></tr>
<tr class="eq"><td class="ln">1600</td><td class="code"> }</td><td class="ln">1600</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 385 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1986</td><td class="code">}</td><td class="ln">1986</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1987</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td><td class="ln">1987</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td></tr>
<tr class="eq"><td class="ln">1988</td><td class="code">#endif // !defined(CTCLS_EXPORTS)</td><td class="ln">1988</td><td class="code">#endif // !defined(CTCLS_EXPORTS)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4Application/ctcl.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__CTCL_H__)</td><td class="ln">1</td><td class="code">#if !defined(__CTCL_H__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __CTCL_H__</td><td class="ln">2</td><td class="code">#define __CTCL_H__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 38 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">42</td><td class="code"> const char* m_pcsz;</td><td class="ln">42</td><td class="code"> const char* m_pcsz;</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code"></td><td class="ln">43</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">44</td><td class="code"> int m_nLauncherConnection; // 0: no connection, +1: connection, -1: connecting</td><td class="ln">44</td><td class="code"> int m_nLauncherConnection; // 0: no connection, +1: connection, -1: connecting</td></tr>
<tr><td class="ln del">45</td><td class="del code"> int m_nConnection2; // m_bCameraShip값에 따라 게임 혹은 카메라 쉽과의 접속을 의미, 0: no connection, +1: connection, -1: connecting</td><td class="ln add">45</td><td class="add code"> int m_nConnection2; // Connection to game or camera ship per m_bCameraShip, 0: no connection, +1: connected, -1: connecting</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code"> int m_nApplType;</td><td class="ln">46</td><td class="code"> int m_nApplType;</td></tr>
<tr class="eq"><td class="ln">47</td><td class="code"> int m_nApplState;</td><td class="ln">47</td><td class="code"> int m_nApplState;</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code"> int m_nGameState;</td><td class="ln">48</td><td class="code"> int m_nGameState;</td></tr>
<tr><td colspan="4" class="hunk">... 123 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">172</td><td class="code">} // end of extern &quot;C&quot;</td><td class="ln">172</td><td class="code">} // end of extern &quot;C&quot;</td></tr>
<tr class="eq"><td class="ln">173</td><td class="code"></td><td class="ln">173</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">174</td><td class="code">#endif // !defined(__CTCL_H__)</td><td class="ln">174</td><td class="code">#endif // !defined(__CTCL_H__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4Application/ctime.cpp</h2>
<div class="summary">+4 -4 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#ifdef _DEBUG</td><td class="ln">3</td><td class="code">#ifdef _DEBUG</td></tr>
<tr><td colspan="4" class="hunk">... 40 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">44</td><td class="code"></td><td class="ln">44</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">45</td><td class="code">long GetTotalSeconds(int nYear, int nMonth, int nDay)</td><td class="ln">45</td><td class="code">long GetTotalSeconds(int nYear, int nMonth, int nDay)</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code">{</td><td class="ln">46</td><td class="code">{</td></tr>
<tr><td class="ln del">47</td><td class="del code"> // nYear, nMonth, nDay날의 0시 0분 0초를 0으로 한 초단위 수...</td><td class="ln add">47</td><td class="add code"> // Seconds elapsed since 00:00:00 on the date nYear/nMonth/nDay...</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code"> ASSERT(nYear &gt;= 1970);</td><td class="ln">48</td><td class="code"> ASSERT(nYear &gt;= 1970);</td></tr>
<tr class="eq"><td class="ln">49</td><td class="code"> ASSERT((1 &lt;= nMonth) &amp;&amp; (nMonth &lt;= 12));</td><td class="ln">49</td><td class="code"> ASSERT((1 &lt;= nMonth) &amp;&amp; (nMonth &lt;= 12));</td></tr>
<tr class="eq"><td class="ln">50</td><td class="code"> ASSERT(1 &lt;= nDay);</td><td class="ln">50</td><td class="code"> ASSERT(1 &lt;= nDay);</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">57</td><td class="code"> if (IsLeapYear(nStart)) {</td><td class="ln">57</td><td class="code"> if (IsLeapYear(nStart)) {</td></tr>
<tr class="eq"><td class="ln">58</td><td class="code"> nDays++;</td><td class="ln">58</td><td class="code"> nDays++;</td></tr>
<tr class="eq"><td class="ln">59</td><td class="code"> }</td><td class="ln">59</td><td class="code"> }</td></tr>
<tr><td class="ln del">60</td><td class="del code"> lTotal += nDays * 24 * 60 * 60; // 24시간 60분 60초</td><td class="ln add">60</td><td class="add code"> lTotal += nDays * 24 * 60 * 60; // 24 hours * 60 min * 60 sec</td></tr>
<tr class="eq"><td class="ln">61</td><td class="code"> }</td><td class="ln">61</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">62</td><td class="code"> for(nStart = 1; nStart &lt; nMonth; nStart++) {</td><td class="ln">62</td><td class="code"> for(nStart = 1; nStart &lt; nMonth; nStart++) {</td></tr>
<tr class="eq"><td class="ln">63</td><td class="code"> int nDayEnd = GetDayEnd(nYear, nStart);</td><td class="ln">63</td><td class="code"> int nDayEnd = GetDayEnd(nYear, nStart);</td></tr>
<tr><td class="ln del">64</td><td class="del code"> lTotal += nDayEnd * 24 * 60 * 60; // 24시간 60분 60초</td><td class="ln add">64</td><td class="add code"> lTotal += nDayEnd * 24 * 60 * 60; // 24 hours * 60 min * 60 sec</td></tr>
<tr class="eq"><td class="ln">65</td><td class="code"> }</td><td class="ln">65</td><td class="code"> }</td></tr>
<tr><td class="ln del">66</td><td class="del code"> lTotal += (nDay - 1) * 24 * 60 * 60; // 24시간 60분 60초</td><td class="ln add">66</td><td class="add code"> lTotal += (nDay - 1) * 24 * 60 * 60; // 24 hours * 60 min * 60 sec</td></tr>
<tr class="eq"><td class="ln">67</td><td class="code"></td><td class="ln">67</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">68</td><td class="code"> return lTotal;</td><td class="ln">68</td><td class="code"> return lTotal;</td></tr>
<tr class="eq"><td class="ln">69</td><td class="code">}</td><td class="ln">69</td><td class="code">}</td></tr>
<tr><td colspan="4" class="hunk">... 119 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">189</td><td class="code"> t = *localtime(&amp;m_lTime);</td><td class="ln">189</td><td class="code"> t = *localtime(&amp;m_lTime);</td></tr>
<tr class="eq"><td class="ln">190</td><td class="code">}</td><td class="ln">190</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">191</td><td class="code"></td><td class="ln">191</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4Application/ctime.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__CTIME__)</td><td class="ln">1</td><td class="code">#if !defined(__CTIME__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __CTIME__</td><td class="ln">2</td><td class="code">#define __CTIME__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 12 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">16</td><td class="code">public:</td><td class="ln">16</td><td class="code">public:</td></tr>
<tr class="eq"><td class="ln">17</td><td class="code"> union {</td><td class="ln">17</td><td class="code"> union {</td></tr>
<tr class="eq"><td class="ln">18</td><td class="code"> struct {</td><td class="ln">18</td><td class="code"> struct {</td></tr>
<tr><td class="ln del">19</td><td class="del code"> // Bit Field는 앞쪽에 지정된 것이 LowBit이다.</td><td class="ln add">19</td><td class="add code"> // Bit Fields declared first are at the low-bit end.</td></tr>
<tr class="eq"><td class="ln">20</td><td class="code"> DWORD m_xDay: 5; // 2^0, 2^5-1</td><td class="ln">20</td><td class="code"> DWORD m_xDay: 5; // 2^0, 2^5-1</td></tr>
<tr class="eq"><td class="ln">21</td><td class="code"> DWORD m_xMonth: 4; // 2^5, 2^4-1</td><td class="ln">21</td><td class="code"> DWORD m_xMonth: 4; // 2^5, 2^4-1</td></tr>
<tr class="eq"><td class="ln">22</td><td class="code"> DWORD m_xYear: TIMEDATE_YEAR_BITS; // from 1900-2155 // 2^9, 2^8-1</td><td class="ln">22</td><td class="code"> DWORD m_xYear: TIMEDATE_YEAR_BITS; // from 1900-2155 // 2^9, 2^8-1</td></tr>
<tr><td colspan="4" class="hunk">... 30 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">53</td><td class="code">};</td><td class="ln">53</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">54</td><td class="code"></td><td class="ln">54</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">55</td><td class="code">#endif //!defined(__CTIME__)</td><td class="ln">55</td><td class="code">#endif //!defined(__CTIME__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4Application/mugSocs.cpp</h2>
<div class="summary">+2 -2 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &lt;fcntl.h&gt;</td><td class="ln">2</td><td class="code">#include &lt;fcntl.h&gt;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &lt;sys/types.h&gt;</td><td class="ln">3</td><td class="code">#include &lt;sys/types.h&gt;</td></tr>
<tr><td colspan="4" class="hunk">... 1371 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1375</td><td class="code">{</td><td class="ln">1375</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">1376</td><td class="code"> if (pcszAddr) {</td><td class="ln">1376</td><td class="code"> if (pcszAddr) {</td></tr>
<tr class="eq"><td class="ln">1377</td><td class="code"> sin_addr.s_addr = inet_addr(pcszAddr);</td><td class="ln">1377</td><td class="code"> sin_addr.s_addr = inet_addr(pcszAddr);</td></tr>
<tr><td class="ln del">1378</td><td class="del code"> if (sin_addr.s_addr == INADDR_ANY) { // 0.0.0.0이기 때문에 HOST/Network Addr무관</td><td class="ln add">1378</td><td class="add code"> if (sin_addr.s_addr == INADDR_ANY) { // 0.0.0.0, HOST/Network Addr irrelevant</td></tr>
<tr class="eq"><td class="ln">1379</td><td class="code"> hostent* pHN = gethostbyname(pcszAddr);</td><td class="ln">1379</td><td class="code"> hostent* pHN = gethostbyname(pcszAddr);</td></tr>
<tr class="eq"><td class="ln">1380</td><td class="code"> if (pHN) {</td><td class="ln">1380</td><td class="code"> if (pHN) {</td></tr>
<tr class="eq"><td class="ln">1381</td><td class="code"> sin_addr.s_addr = *(u_long*)pHN-&gt;h_addr;</td><td class="ln">1381</td><td class="code"> sin_addr.s_addr = *(u_long*)pHN-&gt;h_addr;</td></tr>
<tr><td colspan="4" class="hunk">... 2285 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3667</td><td class="code"> pSOCListen = new CSOCListen(nPort);</td><td class="ln">3667</td><td class="code"> pSOCListen = new CSOCListen(nPort);</td></tr>
<tr class="eq"><td class="ln">3668</td><td class="code"> pSOCListen-&gt;SetCSCParam(pfnCSC, dwCSCParam1, dwCSCParam2);</td><td class="ln">3668</td><td class="code"> pSOCListen-&gt;SetCSCParam(pfnCSC, dwCSCParam1, dwCSCParam2);</td></tr>
<tr class="eq"><td class="ln">3669</td><td class="code"> if (!DoListen(pSOCListen, nPort)) {</td><td class="ln">3669</td><td class="code"> if (!DoListen(pSOCListen, nPort)) {</td></tr>
<tr><td class="ln del">3670</td><td class="del code"> // 같은 포트를 2번 Listen 하는 경우?...</td><td class="ln add">3670</td><td class="add code"> // Case of Listen on the same port twice?...</td></tr>
<tr class="eq"><td class="ln">3671</td><td class="code"> pSOCListen = NULL;</td><td class="ln">3671</td><td class="code"> pSOCListen = NULL;</td></tr>
<tr class="eq"><td class="ln">3672</td><td class="code"> }</td><td class="ln">3672</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">3673</td><td class="code"></td><td class="ln">3673</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 472 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">4146</td><td class="code">{</td><td class="ln">4146</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">4147</td><td class="code"> return OnExceptions(pSOC, pSOC-&gt;GetExceptionCode(nErrorCode), bDropIfErrorOccur);</td><td class="ln">4147</td><td class="code"> return OnExceptions(pSOC, pSOC-&gt;GetExceptionCode(nErrorCode), bDropIfErrorOccur);</td></tr>
<tr class="eq"><td class="ln">4148</td><td class="code">}</td><td class="ln">4148</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4Application/mugsocs.h</h2>
<div class="summary">+25 -25 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__MUGSOCS__)</td><td class="ln">1</td><td class="code">#if !defined(__MUGSOCS__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __MUGSOCS__</td><td class="ln">2</td><td class="code">#define __MUGSOCS__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 37 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">41</td><td class="code">#endif // !MAX_PACKET</td><td class="ln">41</td><td class="code">#endif // !MAX_PACKET</td></tr>
<tr class="eq"><td class="ln">42</td><td class="code">#ifndef MAX_FTPBUF</td><td class="ln">42</td><td class="code">#ifndef MAX_FTPBUF</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code">#define MAX_FTPBUF 1024</td><td class="ln">43</td><td class="code">#define MAX_FTPBUF 1024</td></tr>
<tr><td class="ln del">44</td><td class="del code">// MAX_FTPBUF는 MAX_PACKET보다 반드시 작아야 한다?</td><td class="ln add">44</td><td class="add code">// MAX_FTPBUF must be smaller than MAX_PACKET?</td></tr>
<tr class="eq"><td class="ln">45</td><td class="code">// 9+size==sizeof(bCmd) + sizeof(FTID) + sizeof(size) + size</td><td class="ln">45</td><td class="code">// 9+size==sizeof(bCmd) + sizeof(FTID) + sizeof(size) + size</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code">#endif // !MAX_FTPBUF</td><td class="ln">46</td><td class="code">#endif // !MAX_FTPBUF</td></tr>
<tr class="eq"><td class="ln">47</td><td class="code"></td><td class="ln">47</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 203 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">251</td><td class="code"></td><td class="ln">251</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">252</td><td class="code">#define ESTRF_USER_START 100</td><td class="ln">252</td><td class="code">#define ESTRF_USER_START 100</td></tr>
<tr class="eq"><td class="ln">253</td><td class="code"></td><td class="ln">253</td><td class="code"></td></tr>
<tr><td class="ln del">254</td><td class="del code">#define ESTRF_PASSWORDCHANGED 110 // 로그인하고 있는 동안에 패스워드가 바뀜</td><td class="ln add">254</td><td class="add code">#define ESTRF_PASSWORDCHANGED 110 // Password changed while logged in</td></tr>
<tr class="eq"><td class="ln">255</td><td class="code"></td><td class="ln">255</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">256</td><td class="code">void Randomize();</td><td class="ln">256</td><td class="code">void Randomize();</td></tr>
<tr class="eq"><td class="ln">257</td><td class="code"></td><td class="ln">257</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 10 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">268</td><td class="code"></td><td class="ln">268</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">269</td><td class="code">class CDAPacket : public SOCBase_Class</td><td class="ln">269</td><td class="code">class CDAPacket : public SOCBase_Class</td></tr>
<tr class="eq"><td class="ln">270</td><td class="code">{</td><td class="ln">270</td><td class="code">{</td></tr>
<tr><td class="ln del">271</td><td class="del code">// Packet의 앞 부분을 처리하고 난 뒷 부분의 가변 파라미터...</td><td class="ln add">271</td><td class="add code">// Variable parameters in the tail portion after processing the packet header...</td></tr>
<tr class="eq"><td class="ln">272</td><td class="code">public:</td><td class="ln">272</td><td class="code">public:</td></tr>
<tr class="eq"><td class="ln">273</td><td class="code"> BYTE m_bCmd;</td><td class="ln">273</td><td class="code"> BYTE m_bCmd;</td></tr>
<tr class="eq"><td class="ln">274</td><td class="code"> BYTE m_bReserved;</td><td class="ln">274</td><td class="code"> BYTE m_bReserved;</td></tr>
<tr><td colspan="4" class="hunk">... 86 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">361</td><td class="code">#define C_ROOM_MAKE 232</td><td class="ln">361</td><td class="code">#define C_ROOM_MAKE 232</td></tr>
<tr class="eq"><td class="ln">362</td><td class="code">// s - name, s - password</td><td class="ln">362</td><td class="code">// s - name, s - password</td></tr>
<tr class="eq"><td class="ln">363</td><td class="code">#define C_ROOM_JOIN 233</td><td class="ln">363</td><td class="code">#define C_ROOM_JOIN 233</td></tr>
<tr><td class="ln del">364</td><td class="del code">// d - number(Room을 떠나는 것은 -1), s - password</td><td class="ln add">364</td><td class="add code">// d - number (leaving a Room = -1), s - password</td></tr>
<tr><td class="ln del">365</td><td class="del code">#define S_ROOM_JOIN 233 // C_ROOM_MAKE/C_ROOM_JOIN의 결과...</td><td class="ln add">365</td><td class="add code">#define S_ROOM_JOIN 233 // Result of C_ROOM_MAKE/C_ROOM_JOIN...</td></tr>
<tr class="eq"><td class="ln">366</td><td class="code">// b - code(CSCODE_OK or error code), d - number</td><td class="ln">366</td><td class="code">// b - code(CSCODE_OK or error code), d - number</td></tr>
<tr class="eq"><td class="ln">367</td><td class="code">#define C_ROOM_UPDS 234 // CSCODE_... + @</td><td class="ln">367</td><td class="code">#define C_ROOM_UPDS 234 // CSCODE_... + @</td></tr>
<tr class="eq"><td class="ln">368</td><td class="code"></td><td class="ln">368</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 15 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">384</td><td class="code">#define S_FTP 254 //... see ftp.txt</td><td class="ln">384</td><td class="code">#define S_FTP 254 //... see ftp.txt</td></tr>
<tr class="eq"><td class="ln">385</td><td class="code">#define X_KEEPALIVE 255 // no parameters, should be ignored...</td><td class="ln">385</td><td class="code">#define X_KEEPALIVE 255 // no parameters, should be ignored...</td></tr>
<tr class="eq"><td class="ln">386</td><td class="code"></td><td class="ln">386</td><td class="code"></td></tr>
<tr><td class="ln del">387</td><td class="del code">#define TX_SYSTEM 0 // 시스템 메시지...</td><td class="ln add">387</td><td class="add code">#define TX_SYSTEM 0 // System message...</td></tr>
<tr><td class="ln del">388</td><td class="del code">#define TX_NORMAL 1 // 일반 채팅 텍스트</td><td class="ln add">388</td><td class="add code">#define TX_NORMAL 1 // Regular chat text</td></tr>
<tr><td class="ln del">389</td><td class="del code">#define TX_WARNING 2 // 경고</td><td class="ln add">389</td><td class="add code">#define TX_WARNING 2 // Warning</td></tr>
<tr><td class="ln del">390</td><td class="del code">#define TX_ERROR 3 // 오류</td><td class="ln add">390</td><td class="add code">#define TX_ERROR 3 // Error</td></tr>
<tr><td class="ln del">391</td><td class="del code">#define TX_FATAL 4 // 치명적인 오류</td><td class="ln add">391</td><td class="add code">#define TX_FATAL 4 // Fatal error</td></tr>
<tr><td class="ln del">392</td><td class="del code">#define TX_INFO 5 // 사용자 정보 등의 Information Result...</td><td class="ln add">392</td><td class="add code">#define TX_INFO 5 // Information result (e.g. user info)...</td></tr>
<tr><td class="ln del">393</td><td class="del code">#define TX_SAY 6 // 귓속말</td><td class="ln add">393</td><td class="add code">#define TX_SAY 6 // Whisper</td></tr>
<tr class="eq"><td class="ln">394</td><td class="code">#define TX_LOCAL 7 // local echo....</td><td class="ln">394</td><td class="code">#define TX_LOCAL 7 // local echo....</td></tr>
<tr class="eq"><td class="ln">395</td><td class="code">#define TX_UNKNOWN 0xffff // unknown...</td><td class="ln">395</td><td class="code">#define TX_UNKNOWN 0xffff // unknown...</td></tr>
<tr class="eq"><td class="ln">396</td><td class="code"></td><td class="ln">396</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 96 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">493</td><td class="code">protected:</td><td class="ln">493</td><td class="code">protected:</td></tr>
<tr class="eq"><td class="ln">494</td><td class="code"> CSOC* m_pSOC;</td><td class="ln">494</td><td class="code"> CSOC* m_pSOC;</td></tr>
<tr class="eq"><td class="ln">495</td><td class="code">private:</td><td class="ln">495</td><td class="code">private:</td></tr>
<tr><td class="ln del">496</td><td class="del code"> // 이 안의 블럭은 반드시 연속해야 한다...</td><td class="ln add">496</td><td class="add code"> // The block within must be contiguous...</td></tr>
<tr class="eq"><td class="ln">497</td><td class="code"> WORD m_wLen;</td><td class="ln">497</td><td class="code"> WORD m_wLen;</td></tr>
<tr class="eq"><td class="ln">498</td><td class="code"> BYTE m_ba[MAX_PACKET];</td><td class="ln">498</td><td class="code"> BYTE m_ba[MAX_PACKET];</td></tr>
<tr class="eq"><td class="ln">499</td><td class="code"> //</td><td class="ln">499</td><td class="code"> //</td></tr>
<tr><td colspan="4" class="hunk">... 87 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">587</td><td class="code">class CFileTransfer : public TDBLNK(CFileTransfer*)</td><td class="ln">587</td><td class="code">class CFileTransfer : public TDBLNK(CFileTransfer*)</td></tr>
<tr class="eq"><td class="ln">588</td><td class="code">{</td><td class="ln">588</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">589</td><td class="code">public:</td><td class="ln">589</td><td class="code">public:</td></tr>
<tr><td class="ln del">590</td><td class="del code"> // 서버로 부터 받은 정보... - 혹은 클라이언트에게 전해줄 정보...</td><td class="ln add">590</td><td class="add code"> // Information received from server... - or information to relay to client...</td></tr>
<tr class="eq"><td class="ln">591</td><td class="code"> BOOL m_bClientSite;</td><td class="ln">591</td><td class="code"> BOOL m_bClientSite;</td></tr>
<tr class="eq"><td class="ln">592</td><td class="code"> DWORD m_dwFTID;</td><td class="ln">592</td><td class="code"> DWORD m_dwFTID;</td></tr>
<tr class="eq"><td class="ln">593</td><td class="code"> DWORD m_dwGUARD;</td><td class="ln">593</td><td class="code"> DWORD m_dwGUARD;</td></tr>
<tr><td colspan="4" class="hunk">... 86 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">680</td><td class="code"> // time out to Drop...</td><td class="ln">680</td><td class="code"> // time out to Drop...</td></tr>
<tr class="eq"><td class="ln">681</td><td class="code"> DWORD m_dwKARcvTimeOut;</td><td class="ln">681</td><td class="code"> DWORD m_dwKARcvTimeOut;</td></tr>
<tr class="eq"><td class="ln">682</td><td class="code">#ifdef WIN32</td><td class="ln">682</td><td class="code">#ifdef WIN32</td></tr>
<tr><td class="ln del">683</td><td class="del code"> // 보통 Login과정에 쓰이는 윈도우 핸들</td><td class="ln add">683</td><td class="add code"> // Window handle typically used during Login process</td></tr>
<tr class="eq"><td class="ln">684</td><td class="code"> HWND m_hWndOwner;</td><td class="ln">684</td><td class="code"> HWND m_hWndOwner;</td></tr>
<tr class="eq"><td class="ln">685</td><td class="code">#endif // WIN32</td><td class="ln">685</td><td class="code">#endif // WIN32</td></tr>
<tr><td class="ln del">686</td><td class="del code"> // 보통 글로벌 변수로 쓰이는 소켓포인터에 대한 자동 NULL Assign을 위하여</td><td class="ln add">686</td><td class="add code"> // For auto NULL assignment of socket pointer typically used as a global variable</td></tr>
<tr class="eq"><td class="ln">687</td><td class="code"> PSOC* m_ppSOC;</td><td class="ln">687</td><td class="code"> PSOC* m_ppSOC;</td></tr>
<tr><td class="ln del">688</td><td class="del code"> // 소켓을 구분하기 위하여 사용자 프로그램에서 쓰이는 아이디</td><td class="ln add">688</td><td class="add code"> // ID used in user program to identify a socket</td></tr>
<tr><td class="ln del">689</td><td class="del code"> // 주로 서버의 경우에는 클라이언트가 접속할 때마다 고유 아이디를 부여하여 사용</td><td class="ln add">689</td><td class="add code"> // Mainly for servers: assigns a unique ID each time a client connects</td></tr>
<tr><td class="ln del">690</td><td class="del code"> // 하나의 Client가 다수의 서버에 접속할 때(주로 Star형) 각각의 접속을 구분할 때 사용</td><td class="ln add">690</td><td class="add code"> // Used to distinguish each connection when a client connects to multiple servers (Star topology)</td></tr>
<tr><td class="ln del">691</td><td class="del code"> // 클라이언트가 하나의 서버에만 접속하는 경우 클라이언트가 서버에 접속 중인지 혹은 접속했는지를 판단할 때</td><td class="ln add">691</td><td class="add code"> // When a client connects to only one server: used to check if client is connecting or already connected</td></tr>
<tr><td class="ln del">692</td><td class="del code"> // CSOCManager::FindSOC(CSOC_SERVER_ID==default)-&gt;GetConnectionState()를 사용.</td><td class="ln add">692</td><td class="add code"> // Use CSOCManager::FindSOC(CSOC_SERVER_ID==default)-&gt;GetConnectionState().</td></tr>
<tr><td class="ln del">693</td><td class="del code"> // limits.h를 include해야함.</td><td class="ln add">693</td><td class="add code"> // Must include limits.h.</td></tr>
<tr><td class="ln del">694</td><td class="del code"> // CSOC생성시의 기본값: CSOCServer == CSOC_SERVER_ID(=INT_MIN), CSOCClient == CSOC_CLIENT_ID(=0), CSOCListen == CSOC_LISTEN_ID(=-1)</td><td class="ln add">694</td><td class="add code"> // Default values at CSOC creation: CSOCServer==CSOC_SERVER_ID(INT_MIN), CSOCClient==CSOC_CLIENT_ID(0), CSOCListen==CSOC_LISTEN_ID(-1)</td></tr>
<tr class="eq"><td class="ln">695</td><td class="code"> union {</td><td class="ln">695</td><td class="code"> union {</td></tr>
<tr class="eq"><td class="ln">696</td><td class="code"> int m_nID;</td><td class="ln">696</td><td class="code"> int m_nID;</td></tr>
<tr class="eq"><td class="ln">697</td><td class="code"> UINT m_uID;</td><td class="ln">697</td><td class="code"> UINT m_uID;</td></tr>
<tr><td colspan="4" class="hunk">... 27 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">725</td><td class="code"> DWORD m_xGracefulRemote: 1;</td><td class="ln">725</td><td class="code"> DWORD m_xGracefulRemote: 1;</td></tr>
<tr class="eq"><td class="ln">726</td><td class="code"> DWORD m_xAbortyLocal: 1;</td><td class="ln">726</td><td class="code"> DWORD m_xAbortyLocal: 1;</td></tr>
<tr class="eq"><td class="ln">727</td><td class="code"> DWORD m_xAbortyRemote: 1;</td><td class="ln">727</td><td class="code"> DWORD m_xAbortyRemote: 1;</td></tr>
<tr><td class="ln del">728</td><td class="del code"> DWORD m_xLoginStarted: 1; // 사용자가 직접 값을 Setting해야 한다.</td><td class="ln add">728</td><td class="add code"> DWORD m_xLoginStarted: 1; // Must be set directly by the caller.</td></tr>
<tr><td class="ln del">729</td><td class="del code"> DWORD m_xLoginOK: 1; // 사용자가 직접 값을 Setting해야 한다.</td><td class="ln add">729</td><td class="add code"> DWORD m_xLoginOK: 1; // Must be set directly by the caller.</td></tr>
<tr class="eq"><td class="ln">730</td><td class="code"> } m_DW;</td><td class="ln">730</td><td class="code"> } m_DW;</td></tr>
<tr class="eq"><td class="ln">731</td><td class="code"> DWORD m_dwVarFlags;</td><td class="ln">731</td><td class="code"> DWORD m_dwVarFlags;</td></tr>
<tr class="eq"><td class="ln">732</td><td class="code"> };</td><td class="ln">732</td><td class="code"> };</td></tr>
<tr><td colspan="4" class="hunk">... 536 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1269</td><td class="code">};</td><td class="ln">1269</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">1270</td><td class="code"></td><td class="ln">1270</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1271</td><td class="code">#endif // !defined(__MUGSOCS__)</td><td class="ln">1271</td><td class="code">#endif // !defined(__MUGSOCS__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4Application/nonmfc.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#ifdef _DEBUG</td><td class="ln">1</td><td class="code">#ifdef _DEBUG</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#define AssertDebugBreak() _asm { int 3 }</td><td class="ln">3</td><td class="code">#define AssertDebugBreak() _asm { int 3 }</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">6</td><td class="code">{</td><td class="ln">6</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">7</td><td class="code"> char szBuf[MAX_PATH * 2];</td><td class="ln">7</td><td class="code"> char szBuf[MAX_PATH * 2];</td></tr>
<tr class="eq"><td class="ln">8</td><td class="code"></td><td class="ln">8</td><td class="code"></td></tr>
<tr><td class="ln del">9</td><td class="del code"> sprintf(szBuf, &quot;\&quot;%s\&quot; 파일의 %d줄에서 ASSERT!!!\n\n디버깅을 하시겠습니까?&quot;, pcszfile, nLine);</td><td class="ln add">9</td><td class="add code"> sprintf(szBuf, &quot;ASSERT!!! in \&quot;%s\&quot; at line %d\n\nDo you want to debug?&quot;, pcszfile, nLine);</td></tr>
<tr class="eq"><td class="ln">10</td><td class="code"></td><td class="ln">10</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11</td><td class="code">#ifdef WIN32</td><td class="ln">11</td><td class="code">#ifdef WIN32</td></tr>
<tr class="eq"><td class="ln">12</td><td class="code"> return ::MessageBox(NULL, szBuf, pcszExpr, MB_YESNO) == IDYES;</td><td class="ln">12</td><td class="code"> return ::MessageBox(NULL, szBuf, pcszExpr, MB_YESNO) == IDYES;</td></tr>
<tr><td colspan="4" class="hunk">... 93 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">106</td><td class="code"></td><td class="ln">106</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">107</td><td class="code">#endif // _DEBUG</td><td class="ln">107</td><td class="code">#endif // _DEBUG</td></tr>
<tr class="eq"><td class="ln">108</td><td class="code"></td><td class="ln">108</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4GameEd2/Cstr.cpp</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#define __INTERNAL__</td><td class="ln">1</td><td class="code">#define __INTERNAL__</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">2</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;malloc.h&quot;</td><td class="ln">3</td><td class="code">#include &quot;malloc.h&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 1073 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1077</td><td class="code"> int nTotalLength;</td><td class="ln">1077</td><td class="code"> int nTotalLength;</td></tr>
<tr class="eq"><td class="ln">1078</td><td class="code"> int i, nSize = GetSize();</td><td class="ln">1078</td><td class="code"> int i, nSize = GetSize();</td></tr>
<tr class="eq"><td class="ln">1079</td><td class="code"></td><td class="ln">1079</td><td class="code"></td></tr>
<tr><td class="ln del">1080</td><td class="del code"> nTotalLength = nSize; // nSize개의 &#x27;\0&#x27;</td><td class="ln add">1080</td><td class="add code"> nTotalLength = nSize; // nSize null terminators &#x27;\0&#x27;</td></tr>
<tr class="eq"><td class="ln">1081</td><td class="code"> for(i = 0; i &lt; nSize; i++) {</td><td class="ln">1081</td><td class="code"> for(i = 0; i &lt; nSize; i++) {</td></tr>
<tr class="eq"><td class="ln">1082</td><td class="code"> nTotalLength += strlen(GetAt(i));</td><td class="ln">1082</td><td class="code"> nTotalLength += strlen(GetAt(i));</td></tr>
<tr class="eq"><td class="ln">1083</td><td class="code"> }</td><td class="ln">1083</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 208 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1292</td><td class="code"> }</td><td class="ln">1292</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1293</td><td class="code">}</td><td class="ln">1293</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1294</td><td class="code">#endif // _DEBUG</td><td class="ln">1294</td><td class="code">#endif // _DEBUG</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4GameEd2/GameInterface.cpp</h2>
<div class="summary">+7 -5 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &lt;MW4\MW4.hpp&gt;</td><td class="ln">2</td><td class="code">#include &lt;MW4\MW4.hpp&gt;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &lt;MW4\MW4.hpp&gt;</td><td class="ln">3</td><td class="code">#include &lt;MW4\MW4.hpp&gt;</td></tr>
<tr><td colspan="4" class="hunk">... 3088 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3092</td><td class="code"> if (NULL == hMod)</td><td class="ln">3092</td><td class="code"> if (NULL == hMod)</td></tr>
<tr class="eq"><td class="ln">3093</td><td class="code"> hMod = LoadLibrary(&quot;EBUEula.dll&quot;);</td><td class="ln">3093</td><td class="code"> hMod = LoadLibrary(&quot;EBUEula.dll&quot;);</td></tr>
<tr class="eq"><td class="ln">3094</td><td class="code"></td><td class="ln">3094</td><td class="code"></td></tr>
<tr><td class="ln del">3095</td><td class="del code"> if (NULL == hMod) // can’t attach to DLL</td><td class="ln add">3095</td><td class="add code"> if (NULL == hMod) // can&#x27;t attach to DLL</td></tr>
<tr class="eq"><td class="ln">3096</td><td class="code"> {</td><td class="ln">3096</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">3097</td><td class="code"> STOP((&quot;Cannot Load EBUEula.dll&quot;));</td><td class="ln">3097</td><td class="code"> STOP((&quot;Cannot Load EBUEula.dll&quot;));</td></tr>
<tr class="eq"><td class="ln">3098</td><td class="code"> }</td><td class="ln">3098</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">3099</td><td class="code"> pfnEBUEula = (EBUPROC) GetProcAddress(hMod, &quot;EBUEula&quot;);</td><td class="ln">3099</td><td class="code"> pfnEBUEula = (EBUPROC) GetProcAddress(hMod, &quot;EBUEula&quot;);</td></tr>
<tr class="eq"><td class="ln">3100</td><td class="code"></td><td class="ln">3100</td><td class="code"></td></tr>
<tr><td class="ln del">3101</td><td class="del code"> if (NULL == pfnEBUEula) // can’t find entry point</td><td class="ln add">3101</td><td class="add code"> if (NULL == pfnEBUEula) // can&#x27;t find entry point</td></tr>
<tr class="eq"><td class="ln">3102</td><td class="code"> {</td><td class="ln">3102</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">3103</td><td class="code"> FreeLibrary(hMod);</td><td class="ln">3103</td><td class="code"> FreeLibrary(hMod);</td></tr>
<tr class="eq"><td class="ln">3104</td><td class="code"> STOP((&quot;Cannot Find Entry Point to EBUEula.dll&quot;));</td><td class="ln">3104</td><td class="code"> STOP((&quot;Cannot Find Entry Point to EBUEula.dll&quot;));</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3107</td><td class="code"></td><td class="ln">3107</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3108</td><td class="code"> //</td><td class="ln">3108</td><td class="code"> //</td></tr>
<tr class="eq"><td class="ln">3109</td><td class="code"> //This call enables both EULA and warranty accepting/viewing/printing. If your</td><td class="ln">3109</td><td class="code"> //This call enables both EULA and warranty accepting/viewing/printing. If your</td></tr>
<tr><td class="ln del">3110</td><td class="del code"> //game doesn’t ship with a WARRANTY file, specifiy NULL instead of szWarranty</td><td class="ln add">3110</td><td class="add code"> //game doesn&#x27;t ship with a WARRANTY file, specifiy NULL instead of szWarranty...</td></tr>
<tr><td class="ln del">3111</td><td class="del code"></td><td class="ln add">3111</td><td class="add code"></td></tr>
<tr><td class="ln del">3112</td><td class="del code"></td><td class="ln add">3112</td><td class="add code"> //The code below, for instance, works with both OEM and retail builds...</td></tr>
<tr><td class="ln del">3113</td><td class="del code"> //The code below, for instance, works with both OEM and retail builds</td><td class="ln add"></td><td class="add code"></td></tr>
<tr><td class="ln del">3114</td><td class="del code"></td><td class="ln add"></td><td class="add code"></td></tr>
<tr class="eq"><td class="ln">3115</td><td class="code"></td><td class="ln">3113</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3116</td><td class="code"> //</td><td class="ln">3114</td><td class="code"> //</td></tr>
<tr class="eq"><td class="ln">3117</td><td class="code"> const char *pszWarrantyParam = 0xFFFFFFFF != GetFileAttributes(warranty_filename) ? warranty_filename : NULL;</td><td class="ln">3115</td><td class="code"> const char *pszWarrantyParam = 0xFFFFFFFF != GetFileAttributes(warranty_filename) ? warranty_filename : NULL;</td></tr>
<tr><td colspan="4" class="hunk">... 39 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3157</td><td class="code">SCRIPTCALLBACK(InitConnectionWizard) { gosASSERT(FALSE); return 0; }</td><td class="ln">3155</td><td class="code">SCRIPTCALLBACK(InitConnectionWizard) { gosASSERT(FALSE); return 0; }</td></tr>
<tr class="eq"><td class="ln">3158</td><td class="code">SCRIPTCALLBACK(LoadMPConnectionSettings) { gosASSERT(FALSE); return 0; }</td><td class="ln">3156</td><td class="code">SCRIPTCALLBACK(LoadMPConnectionSettings) { gosASSERT(FALSE); return 0; }</td></tr>
<tr class="eq"><td class="ln">3159</td><td class="code">SCRIPTCALLBACK(CancelDialup) { gosASSERT(FALSE); return 0; }</td><td class="ln">3157</td><td class="code">SCRIPTCALLBACK(CancelDialup) { gosASSERT(FALSE); return 0; }</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4GameEd2/ctcl.cpp</h2>
<div class="summary">+26 -26 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">// ctcl.cpp : Defines the entry point for the DLL application.</td><td class="ln">1</td><td class="code">// ctcl.cpp : Defines the entry point for the DLL application.</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//</td><td class="ln">2</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 513 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">517</td><td class="code"> BYTE bCode;</td><td class="ln">517</td><td class="code"> BYTE bCode;</td></tr>
<tr class="eq"><td class="ln">518</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td><td class="ln">518</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td></tr>
<tr class="eq"><td class="ln">519</td><td class="code"> ASSERT((bCode == 0) || (bCode == 3));</td><td class="ln">519</td><td class="code"> ASSERT((bCode == 0) || (bCode == 3));</td></tr>
<tr><td class="ln del">520</td><td class="del code"> // 받아가시오 from Game to console...</td><td class="ln add">520</td><td class="add code"> // Receiving from Game to console...</td></tr>
<tr class="eq"><td class="ln">521</td><td class="code"> SYSTEMTIME* pSysTime;</td><td class="ln">521</td><td class="code"> SYSTEMTIME* pSysTime;</td></tr>
<tr class="eq"><td class="ln">522</td><td class="code"> WORD wSysTimeSize;</td><td class="ln">522</td><td class="code"> WORD wSysTimeSize;</td></tr>
<tr class="eq"><td class="ln">523</td><td class="code"> GUID* pGUID;</td><td class="ln">523</td><td class="code"> GUID* pGUID;</td></tr>
<tr><td colspan="4" class="hunk">... 9 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">533</td><td class="code"> pSF = g_pCTCLManager-&gt;m_SFM_Recv.Find(*pGUID, nType);</td><td class="ln">533</td><td class="code"> pSF = g_pCTCLManager-&gt;m_SFM_Recv.Find(*pGUID, nType);</td></tr>
<tr class="eq"><td class="ln">534</td><td class="code"> if (pSF) {</td><td class="ln">534</td><td class="code"> if (pSF) {</td></tr>
<tr class="eq"><td class="ln">535</td><td class="code"> if (bCode == 3) {</td><td class="ln">535</td><td class="code"> if (bCode == 3) {</td></tr>
<tr><td class="ln del">536</td><td class="del code"> // 미션리뷰 서버가 mission review 받았다는 것을 받았느냐?</td><td class="ln add">536</td><td class="add code"> // Did we receive confirmation the mission review server got the mission review?</td></tr>
<tr class="eq"><td class="ln">537</td><td class="code"> pSF-&gt;m_bProcessed = true;</td><td class="ln">537</td><td class="code"> pSF-&gt;m_bProcessed = true;</td></tr>
<tr class="eq"><td class="ln">538</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Recv.Cut(pSF);</td><td class="ln">538</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Recv.Cut(pSF);</td></tr>
<tr class="eq"><td class="ln">539</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Done.AddTail(pSF);</td><td class="ln">539</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Done.AddTail(pSF);</td></tr>
<tr><td colspan="4" class="hunk">... 370 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">910</td><td class="code"> BYTE bCode;</td><td class="ln">910</td><td class="code"> BYTE bCode;</td></tr>
<tr class="eq"><td class="ln">911</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td><td class="ln">911</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td></tr>
<tr class="eq"><td class="ln">912</td><td class="code"> ASSERT((bCode == 1) || (bCode == 2));</td><td class="ln">912</td><td class="code"> ASSERT((bCode == 1) || (bCode == 2));</td></tr>
<tr><td class="ln del">913</td><td class="del code"> // 받았오 from console to Game...</td><td class="ln add">913</td><td class="add code"> // Received from console to Game...</td></tr>
<tr class="eq"><td class="ln">914</td><td class="code"> SYSTEMTIME* pSysTime;</td><td class="ln">914</td><td class="code"> SYSTEMTIME* pSysTime;</td></tr>
<tr class="eq"><td class="ln">915</td><td class="code"> WORD wSysTimeSize;</td><td class="ln">915</td><td class="code"> WORD wSysTimeSize;</td></tr>
<tr class="eq"><td class="ln">916</td><td class="code"> GUID* pGUID;</td><td class="ln">916</td><td class="code"> GUID* pGUID;</td></tr>
<tr><td colspan="4" class="hunk">... 521 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1438</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td><td class="ln">1438</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td></tr>
<tr class="eq"><td class="ln">1439</td><td class="code"> } else {</td><td class="ln">1439</td><td class="code"> } else {</td></tr>
<tr class="eq"><td class="ln">1440</td><td class="code"> /*</td><td class="ln">1440</td><td class="code"> /*</td></tr>
<tr><td class="ln del">1441</td><td class="del code"> 클라이언트나 서버의 경우 실행되는 코드이다.</td><td class="ln add">1441</td><td class="add code"> Code executed for both client and server.</td></tr>
<tr><td class="ln del">1442</td><td class="del code"></td><td class="ln add">1442</td><td class="add code"></td></tr>
<tr><td class="ln del">1443</td><td class="del code"> *있을수 있는 상태들</td><td class="ln add">1443</td><td class="add code"> *Possible states:</td></tr>
<tr><td class="ln del">1444</td><td class="del code"> 서버/클라이언트가 결정되기전.. 명령 대기상태</td><td class="ln add">1444</td><td class="add code"> Before server/client role is determined: waiting for commands</td></tr>
<tr><td class="ln del">1445</td><td class="del code"> (종료/서버시작/클라이언트 시작등의 명령이 올수 있다.)</td><td class="ln add">1445</td><td class="add code"> (Commands such as exit/start-server/start-client may arrive.)</td></tr>
<tr><td class="ln del">1446</td><td class="del code"></td><td class="ln add">1446</td><td class="add code"></td></tr>
<tr><td class="ln del">1447</td><td class="del code"> 서버로 실행되어 서버 메크 설정에 대한 데이타를 기다리는 상태</td><td class="ln add">1447</td><td class="add code"> Running as server, waiting for server mech configuration data</td></tr>
<tr><td class="ln del">1448</td><td class="del code"> (CreateSession가 실행된 상태이다.)</td><td class="ln add">1448</td><td class="add code"> (State after CreateSession has been called.)</td></tr>
<tr><td class="ln del">1449</td><td class="del code"> 서버로 실행되어 Bot들에 대한 정보를 기다리는 상태</td><td class="ln add">1449</td><td class="add code"> Running as server, waiting for Bot information</td></tr>
<tr><td class="ln del">1450</td><td class="del code"> (클라이언트의 참여는 클라이언트와 서버간에 자동으로 이루어진다.)</td><td class="ln add">1450</td><td class="add code"> (Client joining happens automatically between client and server.)</td></tr>
<tr><td class="ln del">1451</td><td class="del code"> 서버로 실행되어 Launch를 기다리는 상태</td><td class="ln add">1451</td><td class="add code"> Running as server, waiting for Launch</td></tr>
<tr><td class="ln del">1452</td><td class="del code"></td><td class="ln add">1452</td><td class="add code"></td></tr>
<tr><td class="ln del">1453</td><td class="del code"> ==&gt;클라이언트는 실행즉시 데이타들이 전달되므로 대기상태가 없다.</td><td class="ln add">1453</td><td class="add code"> ==&gt;Client has no waiting state as data is transferred immediately on startup.</td></tr>
<tr><td class="ln del">1454</td><td class="del code"></td><td class="ln add">1454</td><td class="add code"></td></tr>
<tr><td class="ln del">1455</td><td class="del code"> ==&gt;각각의 상태를 정의하고 각 상태에 맞는 처리를 해주면 된다.</td><td class="ln add">1455</td><td class="add code"> ==&gt;Define each state and implement the appropriate handling for each.</td></tr>
<tr class="eq"><td class="ln">1456</td><td class="code"> switch(state){</td><td class="ln">1456</td><td class="code"> switch(state){</td></tr>
<tr class="eq"><td class="ln">1457</td><td class="code"> }</td><td class="ln">1457</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1458</td><td class="code"> */</td><td class="ln">1458</td><td class="code"> */</td></tr>
<tr><td colspan="4" class="hunk">... 75 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1534</td><td class="code"> }</td><td class="ln">1534</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1535</td><td class="code"> break;</td><td class="ln">1535</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">1536</td><td class="code"> case 1:</td><td class="ln">1536</td><td class="code"> case 1:</td></tr>
<tr><td class="ln del">1537</td><td class="del code"> //서버/클라이언트로서 실행준비하도록 명령을 전달한다.</td><td class="ln add">1537</td><td class="add code"> //Send command to prepare for execution as server/client.</td></tr>
<tr><td class="ln del">1538</td><td class="del code"> //또한 서버를 실행하는데 필요한 모든 파라미터도 함께 전달한다.</td><td class="ln add">1538</td><td class="add code"> //Also transmit all parameters required to run the server.</td></tr>
<tr class="eq"><td class="ln">1539</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td><td class="ln">1539</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td></tr>
<tr class="eq"><td class="ln">1540</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td><td class="ln">1540</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td></tr>
<tr class="eq"><td class="ln">1541</td><td class="code"> if (!pi.m_bBot) {</td><td class="ln">1541</td><td class="code"> if (!pi.m_bBot) {</td></tr>
<tr><td colspan="4" class="hunk">... 20 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1562</td><td class="code"> }</td><td class="ln">1562</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1563</td><td class="code"> }</td><td class="ln">1563</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1564</td><td class="code"> if (i == g_nPlayerInfos) {</td><td class="ln">1564</td><td class="code"> if (i == g_nPlayerInfos) {</td></tr>
<tr><td class="ln del">1565</td><td class="del code"> // Bot들에 대한 정보를 모두 한데 묶어서 보낸다.</td><td class="ln add">1565</td><td class="add code"> // Bundle and send all Bot information together.</td></tr>
<tr class="eq"><td class="ln">1566</td><td class="code"> CPacket pak(&amp;SVR.GetGameSOC());</td><td class="ln">1566</td><td class="code"> CPacket pak(&amp;SVR.GetGameSOC());</td></tr>
<tr class="eq"><td class="ln">1567</td><td class="code"></td><td class="ln">1567</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1568</td><td class="code"> pak.Assemble(&quot;B&quot;, C_BOTS);</td><td class="ln">1568</td><td class="code"> pak.Assemble(&quot;B&quot;, C_BOTS);</td></tr>
<tr class="eq"><td class="ln">1569</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td><td class="ln">1569</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td></tr>
<tr><td class="ln del">1570</td><td class="del code"> if (i != g_nServer) { // 원래 Bot만 지금은 서버를 제외한 전부...</td><td class="ln add">1570</td><td class="add code"> if (i != g_nServer) { // Originally bots only; now everyone except the server...</td></tr>
<tr class="eq"><td class="ln">1571</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td><td class="ln">1571</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td></tr>
<tr class="eq"><td class="ln">1572</td><td class="code"> pak.Assemble(&quot;BnsDWwsnn&quot;, 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);</td><td class="ln">1572</td><td class="code"> pak.Assemble(&quot;BnsDWwsnn&quot;, 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);</td></tr>
<tr class="eq"><td class="ln">1573</td><td class="code"> }</td><td class="ln">1573</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1578</td><td class="code"> }</td><td class="ln">1578</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1579</td><td class="code"> break;</td><td class="ln">1579</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">1580</td><td class="code"> case 4:</td><td class="ln">1580</td><td class="code"> case 4:</td></tr>
<tr><td class="ln del">1581</td><td class="del code"> // 게임이 성공적으로 만들어지면 서버와 클라이언트들의 Mech에 대한 정보들을 Set한다...</td><td class="ln add">1581</td><td class="add code"> // Once the game is successfully created, set Mech info for server and all clients...</td></tr>
<tr class="eq"><td class="ln">1582</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkCreateSession) {</td><td class="ln">1582</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkCreateSession) {</td></tr>
<tr class="eq"><td class="ln">1583</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td><td class="ln">1583</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td></tr>
<tr><td class="ln del">1584</td><td class="del code"> if (i != g_nServer) { // 서버는 이미 SetMech에 진입한 상태...</td><td class="ln add">1584</td><td class="add code"> if (i != g_nServer) { // Server has already entered SetMech...</td></tr>
<tr class="eq"><td class="ln">1585</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td><td class="ln">1585</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td></tr>
<tr class="eq"><td class="ln">1586</td><td class="code"> if (!pi.m_bBot) {</td><td class="ln">1586</td><td class="code"> if (!pi.m_bBot) {</td></tr>
<tr class="eq"><td class="ln">1587</td><td class="code"> CTeslaInfo&amp; ti = m_aTIs.GetAt(pi.m_nLevelOrTesla);</td><td class="ln">1587</td><td class="code"> CTeslaInfo&amp; ti = m_aTIs.GetAt(pi.m_nLevelOrTesla);</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1594</td><td class="code"> }</td><td class="ln">1594</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1595</td><td class="code"> break;</td><td class="ln">1595</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">1596</td><td class="code"> case 6:</td><td class="ln">1596</td><td class="code"> case 6:</td></tr>
<tr><td class="ln del">1597</td><td class="del code"> //모든 클라이언드들이 서버에 참여하기를 기다린다.&lt;==이 응답은 서버로 부터 얻을 수 있다.</td><td class="ln add">1597</td><td class="add code"> //Wait for all clients to join the server. &lt;==This response comes from the server.</td></tr>
<tr><td class="ln del">1598</td><td class="del code"> //참여가 모두 끝났으면, 서버로 하여금 게임을 Launch시키도록 한다.</td><td class="ln add">1598</td><td class="add code"> //Once all clients have joined, instruct the server to Launch the game.</td></tr>
<tr class="eq"><td class="ln">1599</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkLaunchReady) {</td><td class="ln">1599</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkLaunchReady) {</td></tr>
<tr class="eq"><td class="ln">1600</td><td class="code"> g_nMech4Comm = 9;</td><td class="ln">1600</td><td class="code"> g_nMech4Comm = 9;</td></tr>
<tr class="eq"><td class="ln">1601</td><td class="code"> }</td><td class="ln">1601</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 385 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1987</td><td class="code">}</td><td class="ln">1987</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1988</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td><td class="ln">1988</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td></tr>
<tr class="eq"><td class="ln">1989</td><td class="code">#endif // !defined(CTCLS_EXPORTS)</td><td class="ln">1989</td><td class="code">#endif // !defined(CTCLS_EXPORTS)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4GameEd2/ctcl.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__CTCL_H__)</td><td class="ln">1</td><td class="code">#if !defined(__CTCL_H__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __CTCL_H__</td><td class="ln">2</td><td class="code">#define __CTCL_H__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 38 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">42</td><td class="code"> const char* m_pcsz;</td><td class="ln">42</td><td class="code"> const char* m_pcsz;</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code"></td><td class="ln">43</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">44</td><td class="code"> int m_nLauncherConnection; // 0: no connection, +1: connection, -1: connecting</td><td class="ln">44</td><td class="code"> int m_nLauncherConnection; // 0: no connection, +1: connection, -1: connecting</td></tr>
<tr><td class="ln del">45</td><td class="del code"> int m_nConnection2; // m_bCameraShip값에 따라 게임 혹은 카메라 쉽과의 접속을 의미, 0: no connection, +1: connection, -1: connecting</td><td class="ln add">45</td><td class="add code"> int m_nConnection2; // Connection to game or camera ship per m_bCameraShip, 0: no connection, +1: connected, -1: connecting</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code"> int m_nApplType;</td><td class="ln">46</td><td class="code"> int m_nApplType;</td></tr>
<tr class="eq"><td class="ln">47</td><td class="code"> int m_nApplState;</td><td class="ln">47</td><td class="code"> int m_nApplState;</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code"> int m_nGameState;</td><td class="ln">48</td><td class="code"> int m_nGameState;</td></tr>
<tr><td colspan="4" class="hunk">... 123 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">172</td><td class="code">} // end of extern &quot;C&quot;</td><td class="ln">172</td><td class="code">} // end of extern &quot;C&quot;</td></tr>
<tr class="eq"><td class="ln">173</td><td class="code"></td><td class="ln">173</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">174</td><td class="code">#endif // !defined(__CTCL_H__)</td><td class="ln">174</td><td class="code">#endif // !defined(__CTCL_H__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4GameEd2/ctime.cpp</h2>
<div class="summary">+4 -4 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#ifdef _DEBUG</td><td class="ln">3</td><td class="code">#ifdef _DEBUG</td></tr>
<tr><td colspan="4" class="hunk">... 40 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">44</td><td class="code"></td><td class="ln">44</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">45</td><td class="code">long GetTotalSeconds(int nYear, int nMonth, int nDay)</td><td class="ln">45</td><td class="code">long GetTotalSeconds(int nYear, int nMonth, int nDay)</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code">{</td><td class="ln">46</td><td class="code">{</td></tr>
<tr><td class="ln del">47</td><td class="del code"> // nYear, nMonth, nDay날의 0시 0분 0초를 0으로 한 초단위 수...</td><td class="ln add">47</td><td class="add code"> // Seconds elapsed since 00:00:00 on the date nYear/nMonth/nDay...</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code"> ASSERT(nYear &gt;= 1970);</td><td class="ln">48</td><td class="code"> ASSERT(nYear &gt;= 1970);</td></tr>
<tr class="eq"><td class="ln">49</td><td class="code"> ASSERT((1 &lt;= nMonth) &amp;&amp; (nMonth &lt;= 12));</td><td class="ln">49</td><td class="code"> ASSERT((1 &lt;= nMonth) &amp;&amp; (nMonth &lt;= 12));</td></tr>
<tr class="eq"><td class="ln">50</td><td class="code"> ASSERT(1 &lt;= nDay);</td><td class="ln">50</td><td class="code"> ASSERT(1 &lt;= nDay);</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">57</td><td class="code"> if (IsLeapYear(nStart)) {</td><td class="ln">57</td><td class="code"> if (IsLeapYear(nStart)) {</td></tr>
<tr class="eq"><td class="ln">58</td><td class="code"> nDays++;</td><td class="ln">58</td><td class="code"> nDays++;</td></tr>
<tr class="eq"><td class="ln">59</td><td class="code"> }</td><td class="ln">59</td><td class="code"> }</td></tr>
<tr><td class="ln del">60</td><td class="del code"> lTotal += nDays * 24 * 60 * 60; // 24시간 60분 60초</td><td class="ln add">60</td><td class="add code"> lTotal += nDays * 24 * 60 * 60; // 24 hours * 60 min * 60 sec</td></tr>
<tr class="eq"><td class="ln">61</td><td class="code"> }</td><td class="ln">61</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">62</td><td class="code"> for(nStart = 1; nStart &lt; nMonth; nStart++) {</td><td class="ln">62</td><td class="code"> for(nStart = 1; nStart &lt; nMonth; nStart++) {</td></tr>
<tr class="eq"><td class="ln">63</td><td class="code"> int nDayEnd = GetDayEnd(nYear, nStart);</td><td class="ln">63</td><td class="code"> int nDayEnd = GetDayEnd(nYear, nStart);</td></tr>
<tr><td class="ln del">64</td><td class="del code"> lTotal += nDayEnd * 24 * 60 * 60; // 24시간 60분 60초</td><td class="ln add">64</td><td class="add code"> lTotal += nDayEnd * 24 * 60 * 60; // 24 hours * 60 min * 60 sec</td></tr>
<tr class="eq"><td class="ln">65</td><td class="code"> }</td><td class="ln">65</td><td class="code"> }</td></tr>
<tr><td class="ln del">66</td><td class="del code"> lTotal += (nDay - 1) * 24 * 60 * 60; // 24시간 60분 60초</td><td class="ln add">66</td><td class="add code"> lTotal += (nDay - 1) * 24 * 60 * 60; // 24 hours * 60 min * 60 sec</td></tr>
<tr class="eq"><td class="ln">67</td><td class="code"></td><td class="ln">67</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">68</td><td class="code"> return lTotal;</td><td class="ln">68</td><td class="code"> return lTotal;</td></tr>
<tr class="eq"><td class="ln">69</td><td class="code">}</td><td class="ln">69</td><td class="code">}</td></tr>
<tr><td colspan="4" class="hunk">... 119 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">189</td><td class="code"> t = *localtime(&amp;m_lTime);</td><td class="ln">189</td><td class="code"> t = *localtime(&amp;m_lTime);</td></tr>
<tr class="eq"><td class="ln">190</td><td class="code">}</td><td class="ln">190</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">191</td><td class="code"></td><td class="ln">191</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4GameEd2/ctime.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__CTIME__)</td><td class="ln">1</td><td class="code">#if !defined(__CTIME__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __CTIME__</td><td class="ln">2</td><td class="code">#define __CTIME__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 12 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">16</td><td class="code">public:</td><td class="ln">16</td><td class="code">public:</td></tr>
<tr class="eq"><td class="ln">17</td><td class="code"> union {</td><td class="ln">17</td><td class="code"> union {</td></tr>
<tr class="eq"><td class="ln">18</td><td class="code"> struct {</td><td class="ln">18</td><td class="code"> struct {</td></tr>
<tr><td class="ln del">19</td><td class="del code"> // Bit Field는 앞쪽에 지정된 것이 LowBit이다.</td><td class="ln add">19</td><td class="add code"> // Bit Fields declared first are at the low-bit end.</td></tr>
<tr class="eq"><td class="ln">20</td><td class="code"> DWORD m_xDay: 5; // 2^0, 2^5-1</td><td class="ln">20</td><td class="code"> DWORD m_xDay: 5; // 2^0, 2^5-1</td></tr>
<tr class="eq"><td class="ln">21</td><td class="code"> DWORD m_xMonth: 4; // 2^5, 2^4-1</td><td class="ln">21</td><td class="code"> DWORD m_xMonth: 4; // 2^5, 2^4-1</td></tr>
<tr class="eq"><td class="ln">22</td><td class="code"> DWORD m_xYear: TIMEDATE_YEAR_BITS; // from 1900-2155 // 2^9, 2^8-1</td><td class="ln">22</td><td class="code"> DWORD m_xYear: TIMEDATE_YEAR_BITS; // from 1900-2155 // 2^9, 2^8-1</td></tr>
<tr><td colspan="4" class="hunk">... 30 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">53</td><td class="code">};</td><td class="ln">53</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">54</td><td class="code"></td><td class="ln">54</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">55</td><td class="code">#endif //!defined(__CTIME__)</td><td class="ln">55</td><td class="code">#endif //!defined(__CTIME__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4GameEd2/mugSocs.cpp</h2>
<div class="summary">+2 -2 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &lt;fcntl.h&gt;</td><td class="ln">2</td><td class="code">#include &lt;fcntl.h&gt;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &lt;sys/types.h&gt;</td><td class="ln">3</td><td class="code">#include &lt;sys/types.h&gt;</td></tr>
<tr><td colspan="4" class="hunk">... 1371 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1375</td><td class="code">{</td><td class="ln">1375</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">1376</td><td class="code"> if (pcszAddr) {</td><td class="ln">1376</td><td class="code"> if (pcszAddr) {</td></tr>
<tr class="eq"><td class="ln">1377</td><td class="code"> sin_addr.s_addr = inet_addr(pcszAddr);</td><td class="ln">1377</td><td class="code"> sin_addr.s_addr = inet_addr(pcszAddr);</td></tr>
<tr><td class="ln del">1378</td><td class="del code"> if (sin_addr.s_addr == INADDR_ANY) { // 0.0.0.0이기 때문에 HOST/Network Addr무관</td><td class="ln add">1378</td><td class="add code"> if (sin_addr.s_addr == INADDR_ANY) { // 0.0.0.0, HOST/Network Addr irrelevant</td></tr>
<tr class="eq"><td class="ln">1379</td><td class="code"> hostent* pHN = gethostbyname(pcszAddr);</td><td class="ln">1379</td><td class="code"> hostent* pHN = gethostbyname(pcszAddr);</td></tr>
<tr class="eq"><td class="ln">1380</td><td class="code"> if (pHN) {</td><td class="ln">1380</td><td class="code"> if (pHN) {</td></tr>
<tr class="eq"><td class="ln">1381</td><td class="code"> sin_addr.s_addr = *(u_long*)pHN-&gt;h_addr;</td><td class="ln">1381</td><td class="code"> sin_addr.s_addr = *(u_long*)pHN-&gt;h_addr;</td></tr>
<tr><td colspan="4" class="hunk">... 2285 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3667</td><td class="code"> pSOCListen = new CSOCListen(nPort);</td><td class="ln">3667</td><td class="code"> pSOCListen = new CSOCListen(nPort);</td></tr>
<tr class="eq"><td class="ln">3668</td><td class="code"> pSOCListen-&gt;SetCSCParam(pfnCSC, dwCSCParam1, dwCSCParam2);</td><td class="ln">3668</td><td class="code"> pSOCListen-&gt;SetCSCParam(pfnCSC, dwCSCParam1, dwCSCParam2);</td></tr>
<tr class="eq"><td class="ln">3669</td><td class="code"> if (!DoListen(pSOCListen, nPort)) {</td><td class="ln">3669</td><td class="code"> if (!DoListen(pSOCListen, nPort)) {</td></tr>
<tr><td class="ln del">3670</td><td class="del code"> // 같은 포트를 2번 Listen 하는 경우?...</td><td class="ln add">3670</td><td class="add code"> // Case of Listen on the same port twice?...</td></tr>
<tr class="eq"><td class="ln">3671</td><td class="code"> pSOCListen = NULL;</td><td class="ln">3671</td><td class="code"> pSOCListen = NULL;</td></tr>
<tr class="eq"><td class="ln">3672</td><td class="code"> }</td><td class="ln">3672</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">3673</td><td class="code"></td><td class="ln">3673</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 472 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">4146</td><td class="code">{</td><td class="ln">4146</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">4147</td><td class="code"> return OnExceptions(pSOC, pSOC-&gt;GetExceptionCode(nErrorCode), bDropIfErrorOccur);</td><td class="ln">4147</td><td class="code"> return OnExceptions(pSOC, pSOC-&gt;GetExceptionCode(nErrorCode), bDropIfErrorOccur);</td></tr>
<tr class="eq"><td class="ln">4148</td><td class="code">}</td><td class="ln">4148</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4GameEd2/mugsocs.h</h2>
<div class="summary">+25 -25 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__MUGSOCS__)</td><td class="ln">1</td><td class="code">#if !defined(__MUGSOCS__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __MUGSOCS__</td><td class="ln">2</td><td class="code">#define __MUGSOCS__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 37 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">41</td><td class="code">#endif // !MAX_PACKET</td><td class="ln">41</td><td class="code">#endif // !MAX_PACKET</td></tr>
<tr class="eq"><td class="ln">42</td><td class="code">#ifndef MAX_FTPBUF</td><td class="ln">42</td><td class="code">#ifndef MAX_FTPBUF</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code">#define MAX_FTPBUF 1024</td><td class="ln">43</td><td class="code">#define MAX_FTPBUF 1024</td></tr>
<tr><td class="ln del">44</td><td class="del code">// MAX_FTPBUF는 MAX_PACKET보다 반드시 작아야 한다?</td><td class="ln add">44</td><td class="add code">// MAX_FTPBUF must be smaller than MAX_PACKET?</td></tr>
<tr class="eq"><td class="ln">45</td><td class="code">// 9+size==sizeof(bCmd) + sizeof(FTID) + sizeof(size) + size</td><td class="ln">45</td><td class="code">// 9+size==sizeof(bCmd) + sizeof(FTID) + sizeof(size) + size</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code">#endif // !MAX_FTPBUF</td><td class="ln">46</td><td class="code">#endif // !MAX_FTPBUF</td></tr>
<tr class="eq"><td class="ln">47</td><td class="code"></td><td class="ln">47</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 203 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">251</td><td class="code"></td><td class="ln">251</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">252</td><td class="code">#define ESTRF_USER_START 100</td><td class="ln">252</td><td class="code">#define ESTRF_USER_START 100</td></tr>
<tr class="eq"><td class="ln">253</td><td class="code"></td><td class="ln">253</td><td class="code"></td></tr>
<tr><td class="ln del">254</td><td class="del code">#define ESTRF_PASSWORDCHANGED 110 // 로그인하고 있는 동안에 패스워드가 바뀜</td><td class="ln add">254</td><td class="add code">#define ESTRF_PASSWORDCHANGED 110 // Password changed while logged in</td></tr>
<tr class="eq"><td class="ln">255</td><td class="code"></td><td class="ln">255</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">256</td><td class="code">void Randomize();</td><td class="ln">256</td><td class="code">void Randomize();</td></tr>
<tr class="eq"><td class="ln">257</td><td class="code"></td><td class="ln">257</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 10 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">268</td><td class="code"></td><td class="ln">268</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">269</td><td class="code">class CDAPacket : public SOCBase_Class</td><td class="ln">269</td><td class="code">class CDAPacket : public SOCBase_Class</td></tr>
<tr class="eq"><td class="ln">270</td><td class="code">{</td><td class="ln">270</td><td class="code">{</td></tr>
<tr><td class="ln del">271</td><td class="del code">// Packet의 앞 부분을 처리하고 난 뒷 부분의 가변 파라미터...</td><td class="ln add">271</td><td class="add code">// Variable parameters in the tail portion after processing the packet header...</td></tr>
<tr class="eq"><td class="ln">272</td><td class="code">public:</td><td class="ln">272</td><td class="code">public:</td></tr>
<tr class="eq"><td class="ln">273</td><td class="code"> BYTE m_bCmd;</td><td class="ln">273</td><td class="code"> BYTE m_bCmd;</td></tr>
<tr class="eq"><td class="ln">274</td><td class="code"> BYTE m_bReserved;</td><td class="ln">274</td><td class="code"> BYTE m_bReserved;</td></tr>
<tr><td colspan="4" class="hunk">... 86 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">361</td><td class="code">#define C_ROOM_MAKE 232</td><td class="ln">361</td><td class="code">#define C_ROOM_MAKE 232</td></tr>
<tr class="eq"><td class="ln">362</td><td class="code">// s - name, s - password</td><td class="ln">362</td><td class="code">// s - name, s - password</td></tr>
<tr class="eq"><td class="ln">363</td><td class="code">#define C_ROOM_JOIN 233</td><td class="ln">363</td><td class="code">#define C_ROOM_JOIN 233</td></tr>
<tr><td class="ln del">364</td><td class="del code">// d - number(Room을 떠나는 것은 -1), s - password</td><td class="ln add">364</td><td class="add code">// d - number (leaving a Room = -1), s - password</td></tr>
<tr><td class="ln del">365</td><td class="del code">#define S_ROOM_JOIN 233 // C_ROOM_MAKE/C_ROOM_JOIN의 결과...</td><td class="ln add">365</td><td class="add code">#define S_ROOM_JOIN 233 // Result of C_ROOM_MAKE/C_ROOM_JOIN...</td></tr>
<tr class="eq"><td class="ln">366</td><td class="code">// b - code(CSCODE_OK or error code), d - number</td><td class="ln">366</td><td class="code">// b - code(CSCODE_OK or error code), d - number</td></tr>
<tr class="eq"><td class="ln">367</td><td class="code">#define C_ROOM_UPDS 234 // CSCODE_... + @</td><td class="ln">367</td><td class="code">#define C_ROOM_UPDS 234 // CSCODE_... + @</td></tr>
<tr class="eq"><td class="ln">368</td><td class="code"></td><td class="ln">368</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 15 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">384</td><td class="code">#define S_FTP 254 //... see ftp.txt</td><td class="ln">384</td><td class="code">#define S_FTP 254 //... see ftp.txt</td></tr>
<tr class="eq"><td class="ln">385</td><td class="code">#define X_KEEPALIVE 255 // no parameters, should be ignored...</td><td class="ln">385</td><td class="code">#define X_KEEPALIVE 255 // no parameters, should be ignored...</td></tr>
<tr class="eq"><td class="ln">386</td><td class="code"></td><td class="ln">386</td><td class="code"></td></tr>
<tr><td class="ln del">387</td><td class="del code">#define TX_SYSTEM 0 // 시스템 메시지...</td><td class="ln add">387</td><td class="add code">#define TX_SYSTEM 0 // System message...</td></tr>
<tr><td class="ln del">388</td><td class="del code">#define TX_NORMAL 1 // 일반 채팅 텍스트</td><td class="ln add">388</td><td class="add code">#define TX_NORMAL 1 // Regular chat text</td></tr>
<tr><td class="ln del">389</td><td class="del code">#define TX_WARNING 2 // 경고</td><td class="ln add">389</td><td class="add code">#define TX_WARNING 2 // Warning</td></tr>
<tr><td class="ln del">390</td><td class="del code">#define TX_ERROR 3 // 오류</td><td class="ln add">390</td><td class="add code">#define TX_ERROR 3 // Error</td></tr>
<tr><td class="ln del">391</td><td class="del code">#define TX_FATAL 4 // 치명적인 오류</td><td class="ln add">391</td><td class="add code">#define TX_FATAL 4 // Fatal error</td></tr>
<tr><td class="ln del">392</td><td class="del code">#define TX_INFO 5 // 사용자 정보 등의 Information Result...</td><td class="ln add">392</td><td class="add code">#define TX_INFO 5 // Information result (e.g. user info)...</td></tr>
<tr><td class="ln del">393</td><td class="del code">#define TX_SAY 6 // 귓속말</td><td class="ln add">393</td><td class="add code">#define TX_SAY 6 // Whisper</td></tr>
<tr class="eq"><td class="ln">394</td><td class="code">#define TX_LOCAL 7 // local echo....</td><td class="ln">394</td><td class="code">#define TX_LOCAL 7 // local echo....</td></tr>
<tr class="eq"><td class="ln">395</td><td class="code">#define TX_UNKNOWN 0xffff // unknown...</td><td class="ln">395</td><td class="code">#define TX_UNKNOWN 0xffff // unknown...</td></tr>
<tr class="eq"><td class="ln">396</td><td class="code"></td><td class="ln">396</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 96 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">493</td><td class="code">protected:</td><td class="ln">493</td><td class="code">protected:</td></tr>
<tr class="eq"><td class="ln">494</td><td class="code"> CSOC* m_pSOC;</td><td class="ln">494</td><td class="code"> CSOC* m_pSOC;</td></tr>
<tr class="eq"><td class="ln">495</td><td class="code">private:</td><td class="ln">495</td><td class="code">private:</td></tr>
<tr><td class="ln del">496</td><td class="del code"> // 이 안의 블럭은 반드시 연속해야 한다...</td><td class="ln add">496</td><td class="add code"> // The block within must be contiguous...</td></tr>
<tr class="eq"><td class="ln">497</td><td class="code"> WORD m_wLen;</td><td class="ln">497</td><td class="code"> WORD m_wLen;</td></tr>
<tr class="eq"><td class="ln">498</td><td class="code"> BYTE m_ba[MAX_PACKET];</td><td class="ln">498</td><td class="code"> BYTE m_ba[MAX_PACKET];</td></tr>
<tr class="eq"><td class="ln">499</td><td class="code"> //</td><td class="ln">499</td><td class="code"> //</td></tr>
<tr><td colspan="4" class="hunk">... 87 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">587</td><td class="code">class CFileTransfer : public TDBLNK(CFileTransfer*)</td><td class="ln">587</td><td class="code">class CFileTransfer : public TDBLNK(CFileTransfer*)</td></tr>
<tr class="eq"><td class="ln">588</td><td class="code">{</td><td class="ln">588</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">589</td><td class="code">public:</td><td class="ln">589</td><td class="code">public:</td></tr>
<tr><td class="ln del">590</td><td class="del code"> // 서버로 부터 받은 정보... - 혹은 클라이언트에게 전해줄 정보...</td><td class="ln add">590</td><td class="add code"> // Information received from server... - or information to relay to client...</td></tr>
<tr class="eq"><td class="ln">591</td><td class="code"> BOOL m_bClientSite;</td><td class="ln">591</td><td class="code"> BOOL m_bClientSite;</td></tr>
<tr class="eq"><td class="ln">592</td><td class="code"> DWORD m_dwFTID;</td><td class="ln">592</td><td class="code"> DWORD m_dwFTID;</td></tr>
<tr class="eq"><td class="ln">593</td><td class="code"> DWORD m_dwGUARD;</td><td class="ln">593</td><td class="code"> DWORD m_dwGUARD;</td></tr>
<tr><td colspan="4" class="hunk">... 86 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">680</td><td class="code"> // time out to Drop...</td><td class="ln">680</td><td class="code"> // time out to Drop...</td></tr>
<tr class="eq"><td class="ln">681</td><td class="code"> DWORD m_dwKARcvTimeOut;</td><td class="ln">681</td><td class="code"> DWORD m_dwKARcvTimeOut;</td></tr>
<tr class="eq"><td class="ln">682</td><td class="code">#ifdef WIN32</td><td class="ln">682</td><td class="code">#ifdef WIN32</td></tr>
<tr><td class="ln del">683</td><td class="del code"> // 보통 Login과정에 쓰이는 윈도우 핸들</td><td class="ln add">683</td><td class="add code"> // Window handle typically used during Login process</td></tr>
<tr class="eq"><td class="ln">684</td><td class="code"> HWND m_hWndOwner;</td><td class="ln">684</td><td class="code"> HWND m_hWndOwner;</td></tr>
<tr class="eq"><td class="ln">685</td><td class="code">#endif // WIN32</td><td class="ln">685</td><td class="code">#endif // WIN32</td></tr>
<tr><td class="ln del">686</td><td class="del code"> // 보통 글로벌 변수로 쓰이는 소켓포인터에 대한 자동 NULL Assign을 위하여</td><td class="ln add">686</td><td class="add code"> // For auto NULL assignment of socket pointer typically used as a global variable</td></tr>
<tr class="eq"><td class="ln">687</td><td class="code"> PSOC* m_ppSOC;</td><td class="ln">687</td><td class="code"> PSOC* m_ppSOC;</td></tr>
<tr><td class="ln del">688</td><td class="del code"> // 소켓을 구분하기 위하여 사용자 프로그램에서 쓰이는 아이디</td><td class="ln add">688</td><td class="add code"> // ID used in user program to identify a socket</td></tr>
<tr><td class="ln del">689</td><td class="del code"> // 주로 서버의 경우에는 클라이언트가 접속할 때마다 고유 아이디를 부여하여 사용</td><td class="ln add">689</td><td class="add code"> // Mainly for servers: assigns a unique ID each time a client connects</td></tr>
<tr><td class="ln del">690</td><td class="del code"> // 하나의 Client가 다수의 서버에 접속할 때(주로 Star형) 각각의 접속을 구분할 때 사용</td><td class="ln add">690</td><td class="add code"> // Used to distinguish each connection when a client connects to multiple servers (Star topology)</td></tr>
<tr><td class="ln del">691</td><td class="del code"> // 클라이언트가 하나의 서버에만 접속하는 경우 클라이언트가 서버에 접속 중인지 혹은 접속했는지를 판단할 때</td><td class="ln add">691</td><td class="add code"> // When a client connects to only one server: used to check if client is connecting or already connected</td></tr>
<tr><td class="ln del">692</td><td class="del code"> // CSOCManager::FindSOC(CSOC_SERVER_ID==default)-&gt;GetConnectionState()를 사용.</td><td class="ln add">692</td><td class="add code"> // Use CSOCManager::FindSOC(CSOC_SERVER_ID==default)-&gt;GetConnectionState().</td></tr>
<tr><td class="ln del">693</td><td class="del code"> // limits.h를 include해야함.</td><td class="ln add">693</td><td class="add code"> // Must include limits.h.</td></tr>
<tr><td class="ln del">694</td><td class="del code"> // CSOC생성시의 기본값: CSOCServer == CSOC_SERVER_ID(=INT_MIN), CSOCClient == CSOC_CLIENT_ID(=0), CSOCListen == CSOC_LISTEN_ID(=-1)</td><td class="ln add">694</td><td class="add code"> // Default values at CSOC creation: CSOCServer==CSOC_SERVER_ID(INT_MIN), CSOCClient==CSOC_CLIENT_ID(0), CSOCListen==CSOC_LISTEN_ID(-1)</td></tr>
<tr class="eq"><td class="ln">695</td><td class="code"> union {</td><td class="ln">695</td><td class="code"> union {</td></tr>
<tr class="eq"><td class="ln">696</td><td class="code"> int m_nID;</td><td class="ln">696</td><td class="code"> int m_nID;</td></tr>
<tr class="eq"><td class="ln">697</td><td class="code"> UINT m_uID;</td><td class="ln">697</td><td class="code"> UINT m_uID;</td></tr>
<tr><td colspan="4" class="hunk">... 27 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">725</td><td class="code"> DWORD m_xGracefulRemote: 1;</td><td class="ln">725</td><td class="code"> DWORD m_xGracefulRemote: 1;</td></tr>
<tr class="eq"><td class="ln">726</td><td class="code"> DWORD m_xAbortyLocal: 1;</td><td class="ln">726</td><td class="code"> DWORD m_xAbortyLocal: 1;</td></tr>
<tr class="eq"><td class="ln">727</td><td class="code"> DWORD m_xAbortyRemote: 1;</td><td class="ln">727</td><td class="code"> DWORD m_xAbortyRemote: 1;</td></tr>
<tr><td class="ln del">728</td><td class="del code"> DWORD m_xLoginStarted: 1; // 사용자가 직접 값을 Setting해야 한다.</td><td class="ln add">728</td><td class="add code"> DWORD m_xLoginStarted: 1; // Must be set directly by the caller.</td></tr>
<tr><td class="ln del">729</td><td class="del code"> DWORD m_xLoginOK: 1; // 사용자가 직접 값을 Setting해야 한다.</td><td class="ln add">729</td><td class="add code"> DWORD m_xLoginOK: 1; // Must be set directly by the caller.</td></tr>
<tr class="eq"><td class="ln">730</td><td class="code"> } m_DW;</td><td class="ln">730</td><td class="code"> } m_DW;</td></tr>
<tr class="eq"><td class="ln">731</td><td class="code"> DWORD m_dwVarFlags;</td><td class="ln">731</td><td class="code"> DWORD m_dwVarFlags;</td></tr>
<tr class="eq"><td class="ln">732</td><td class="code"> };</td><td class="ln">732</td><td class="code"> };</td></tr>
<tr><td colspan="4" class="hunk">... 536 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1269</td><td class="code">};</td><td class="ln">1269</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">1270</td><td class="code"></td><td class="ln">1270</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1271</td><td class="code">#endif // !defined(__MUGSOCS__)</td><td class="ln">1271</td><td class="code">#endif // !defined(__MUGSOCS__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/MW4GameEd2/nonmfc.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#ifdef _DEBUG</td><td class="ln">1</td><td class="code">#ifdef _DEBUG</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#define AssertDebugBreak() _asm { int 3 }</td><td class="ln">3</td><td class="code">#define AssertDebugBreak() _asm { int 3 }</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">6</td><td class="code">{</td><td class="ln">6</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">7</td><td class="code"> char szBuf[MAX_PATH * 2];</td><td class="ln">7</td><td class="code"> char szBuf[MAX_PATH * 2];</td></tr>
<tr class="eq"><td class="ln">8</td><td class="code"></td><td class="ln">8</td><td class="code"></td></tr>
<tr><td class="ln del">9</td><td class="del code"> sprintf(szBuf, &quot;\&quot;%s\&quot; 파일의 %d줄에서 ASSERT!!!\n\n디버깅을 하시겠습니까?&quot;, pcszfile, nLine);</td><td class="ln add">9</td><td class="add code"> sprintf(szBuf, &quot;ASSERT!!! in \&quot;%s\&quot; at line %d\n\nDo you want to debug?&quot;, pcszfile, nLine);</td></tr>
<tr class="eq"><td class="ln">10</td><td class="code"></td><td class="ln">10</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11</td><td class="code">#ifdef WIN32</td><td class="ln">11</td><td class="code">#ifdef WIN32</td></tr>
<tr class="eq"><td class="ln">12</td><td class="code"> return ::MessageBox(NULL, szBuf, pcszExpr, MB_YESNO) == IDYES;</td><td class="ln">12</td><td class="code"> return ::MessageBox(NULL, szBuf, pcszExpr, MB_YESNO) == IDYES;</td></tr>
<tr><td colspan="4" class="hunk">... 93 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">106</td><td class="code"></td><td class="ln">106</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">107</td><td class="code">#endif // _DEBUG</td><td class="ln">107</td><td class="code">#endif // _DEBUG</td></tr>
<tr class="eq"><td class="ln">108</td><td class="code"></td><td class="ln">108</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/mw4print/Cstr.cpp</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#define __INTERNAL__</td><td class="ln">1</td><td class="code">#define __INTERNAL__</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">2</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;malloc.h&quot;</td><td class="ln">3</td><td class="code">#include &quot;malloc.h&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 1073 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1077</td><td class="code"> int nTotalLength;</td><td class="ln">1077</td><td class="code"> int nTotalLength;</td></tr>
<tr class="eq"><td class="ln">1078</td><td class="code"> int i, nSize = GetSize();</td><td class="ln">1078</td><td class="code"> int i, nSize = GetSize();</td></tr>
<tr class="eq"><td class="ln">1079</td><td class="code"></td><td class="ln">1079</td><td class="code"></td></tr>
<tr><td class="ln del">1080</td><td class="del code"> nTotalLength = nSize; // nSize개의 &#x27;\0&#x27;</td><td class="ln add">1080</td><td class="add code"> nTotalLength = nSize; // nSize null terminators &#x27;\0&#x27;</td></tr>
<tr class="eq"><td class="ln">1081</td><td class="code"> for(i = 0; i &lt; nSize; i++) {</td><td class="ln">1081</td><td class="code"> for(i = 0; i &lt; nSize; i++) {</td></tr>
<tr class="eq"><td class="ln">1082</td><td class="code"> nTotalLength += strlen(GetAt(i));</td><td class="ln">1082</td><td class="code"> nTotalLength += strlen(GetAt(i));</td></tr>
<tr class="eq"><td class="ln">1083</td><td class="code"> }</td><td class="ln">1083</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 208 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1292</td><td class="code"> }</td><td class="ln">1292</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1293</td><td class="code">}</td><td class="ln">1293</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1294</td><td class="code">#endif // _DEBUG</td><td class="ln">1294</td><td class="code">#endif // _DEBUG</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/mw4print/cspcfd.cpp</h2>
<div class="summary">+2 -2 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &quot;cspcfd.h&quot;</td><td class="ln">2</td><td class="code">#include &quot;cspcfd.h&quot;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 76 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">80</td><td class="code"> m_ofn.lpstrCustomFilter = p;</td><td class="ln">80</td><td class="code"> m_ofn.lpstrCustomFilter = p;</td></tr>
<tr class="eq"><td class="ln">81</td><td class="code"></td><td class="ln">81</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">82</td><td class="code"> if (!pcszName) {</td><td class="ln">82</td><td class="code"> if (!pcszName) {</td></tr>
<tr><td class="ln del">83</td><td class="del code"> pcszName = &quot;사용자 정의 파일&quot;;</td><td class="ln add">83</td><td class="add code"> pcszName = &quot;User-defined file&quot;;</td></tr>
<tr class="eq"><td class="ln">84</td><td class="code"> }</td><td class="ln">84</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">85</td><td class="code"> strcpy(p, pcszName);</td><td class="ln">85</td><td class="code"> strcpy(p, pcszName);</td></tr>
<tr class="eq"><td class="ln">86</td><td class="code"> p = &amp;p[strlen(pcszName)];</td><td class="ln">86</td><td class="code"> p = &amp;p[strlen(pcszName)];</td></tr>
<tr><td colspan="4" class="hunk">... 24 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">111</td><td class="code"> switch(uMsg) {</td><td class="ln">111</td><td class="code"> switch(uMsg) {</td></tr>
<tr class="eq"><td class="ln">112</td><td class="code"> case WM_INITDIALOG:</td><td class="ln">112</td><td class="code"> case WM_INITDIALOG:</td></tr>
<tr class="eq"><td class="ln">113</td><td class="code"> if (m_dwStyle) {</td><td class="ln">113</td><td class="code"> if (m_dwStyle) {</td></tr>
<tr><td class="ln del">114</td><td class="del code"> //0x480 // 파일 이름 Edit</td><td class="ln add">114</td><td class="add code"> //0x480 // File Name Edit</td></tr>
<tr class="eq"><td class="ln">115</td><td class="code"> HWND hReadOnly = ::GetDlgItem(hParent, 0x0410); // Read Only</td><td class="ln">115</td><td class="code"> HWND hReadOnly = ::GetDlgItem(hParent, 0x0410); // Read Only</td></tr>
<tr class="eq"><td class="ln">116</td><td class="code"> if (hReadOnly) {</td><td class="ln">116</td><td class="code"> if (hReadOnly) {</td></tr>
<tr class="eq"><td class="ln">117</td><td class="code"> if (m_dwStyle == (DWORD)(-1)) {</td><td class="ln">117</td><td class="code"> if (m_dwStyle == (DWORD)(-1)) {</td></tr>
<tr><td colspan="4" class="hunk">... 85 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">203</td><td class="code"> m_Combo.Detach();</td><td class="ln">203</td><td class="code"> m_Combo.Detach();</td></tr>
<tr class="eq"><td class="ln">204</td><td class="code"> }</td><td class="ln">204</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">205</td><td class="code">}</td><td class="ln">205</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/mw4print/cspcfd.h</h2>
<div class="summary">+2 -2 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__CSpcFileDialog__)</td><td class="ln">1</td><td class="code">#if !defined(__CSpcFileDialog__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __CSpcFileDialog__</td><td class="ln">2</td><td class="code">#define __CSpcFileDialog__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 17 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">21</td><td class="code"> CSpcFileDialog(BOOL bOpenFileDialog, LPCTSTR lpszDefExt = NULL, LPCTSTR lpszFileName = NULL, DWORD dwFlags = OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT, LPCTSTR lpszFilter = NULL, CWnd* pParentWnd = NULL);</td><td class="ln">21</td><td class="code"> CSpcFileDialog(BOOL bOpenFileDialog, LPCTSTR lpszDefExt = NULL, LPCTSTR lpszFileName = NULL, DWORD dwFlags = OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT, LPCTSTR lpszFilter = NULL, CWnd* pParentWnd = NULL);</td></tr>
<tr class="eq"><td class="ln">22</td><td class="code"> void SetTitle(const char* pcszTitle);</td><td class="ln">22</td><td class="code"> void SetTitle(const char* pcszTitle);</td></tr>
<tr class="eq"><td class="ln">23</td><td class="code"> void SetWorkingDir(const char* pcszWorkingDir);</td><td class="ln">23</td><td class="code"> void SetWorkingDir(const char* pcszWorkingDir);</td></tr>
<tr><td class="ln del">24</td><td class="del code"> void SetFilterIndex(int nFilterIndex); // 1 기준한 값, 0은 사용자 필터</td><td class="ln add">24</td><td class="add code"> void SetFilterIndex(int nFilterIndex); // 1-based index, 0 = user-defined filter</td></tr>
<tr><td class="ln del">25</td><td class="del code"> int GetFilterIndex() const; // 1 기준한 값, 0은 사용자 필터</td><td class="ln add">25</td><td class="add code"> int GetFilterIndex() const; // 1-based index, 0 = user-defined filter</td></tr>
<tr class="eq"><td class="ln">26</td><td class="code"> void SetCustomFilter(const char* pcszName = NULL, const char* pcszExt = NULL);</td><td class="ln">26</td><td class="code"> void SetCustomFilter(const char* pcszName = NULL, const char* pcszExt = NULL);</td></tr>
<tr class="eq"><td class="ln">27</td><td class="code"> void EnableHook(const char* pcszWindowText, DWORD dwStyle = (DWORD)(-1));</td><td class="ln">27</td><td class="code"> void EnableHook(const char* pcszWindowText, DWORD dwStyle = (DWORD)(-1));</td></tr>
<tr class="eq"><td class="ln">28</td><td class="code"></td><td class="ln">28</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 17 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code">};</td><td class="ln">46</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">47</td><td class="code"></td><td class="ln">47</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">48</td><td class="code">#endif // !defined(__CSpcFileDialog__)</td><td class="ln">48</td><td class="code">#endif // !defined(__CSpcFileDialog__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Code/mw4print/recscore.cpp</h2>
<div class="summary">+46 -46 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__RECSCORE_CPP__)</td><td class="ln">1</td><td class="code">#if !defined(__RECSCORE_CPP__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __RECSCORE_CPP__</td><td class="ln">2</td><td class="code">#define __RECSCORE_CPP__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 1004 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1008</td><td class="code"> case Adept::DamageObject::NullArmorZone:</td><td class="ln">1008</td><td class="code"> case Adept::DamageObject::NullArmorZone:</td></tr>
<tr class="eq"><td class="ln">1009</td><td class="code"> return &quot;()&quot;;</td><td class="ln">1009</td><td class="code"> return &quot;()&quot;;</td></tr>
<tr class="eq"><td class="ln">1010</td><td class="code"> case Adept::DamageObject::LeftLegArmorZone:</td><td class="ln">1010</td><td class="code"> case Adept::DamageObject::LeftLegArmorZone:</td></tr>
<tr><td class="ln del">1011</td><td class="del code"> return &quot;왼발&quot;;</td><td class="ln add">1011</td><td class="add code"> return &quot;Left Leg&quot;;</td></tr>
<tr class="eq"><td class="ln">1012</td><td class="code"> case Adept::DamageObject::RightLegArmorZone:</td><td class="ln">1012</td><td class="code"> case Adept::DamageObject::RightLegArmorZone:</td></tr>
<tr><td class="ln del">1013</td><td class="del code"> return &quot;오른발&quot;;</td><td class="ln add">1013</td><td class="add code"> return &quot;Right Leg&quot;;</td></tr>
<tr class="eq"><td class="ln">1014</td><td class="code"> case Adept::DamageObject::LeftArmArmorZone:</td><td class="ln">1014</td><td class="code"> case Adept::DamageObject::LeftArmArmorZone:</td></tr>
<tr><td class="ln del">1015</td><td class="del code"> return &quot;왼팔&quot;;</td><td class="ln add">1015</td><td class="add code"> return &quot;Left Arm&quot;;</td></tr>
<tr class="eq"><td class="ln">1016</td><td class="code"> case Adept::DamageObject::RightArmArmorZone:</td><td class="ln">1016</td><td class="code"> case Adept::DamageObject::RightArmArmorZone:</td></tr>
<tr><td class="ln del">1017</td><td class="del code"> return &quot;오른팔&quot;;</td><td class="ln add">1017</td><td class="add code"> return &quot;Right Arm&quot;;</td></tr>
<tr class="eq"><td class="ln">1018</td><td class="code"> case Adept::DamageObject::RightTorsoArmorZone:</td><td class="ln">1018</td><td class="code"> case Adept::DamageObject::RightTorsoArmorZone:</td></tr>
<tr><td class="ln del">1019</td><td class="del code"> return &quot;우측&quot;;</td><td class="ln add">1019</td><td class="add code"> return &quot;Right Torso&quot;;</td></tr>
<tr class="eq"><td class="ln">1020</td><td class="code"> case Adept::DamageObject::LeftTorsoArmorZone:</td><td class="ln">1020</td><td class="code"> case Adept::DamageObject::LeftTorsoArmorZone:</td></tr>
<tr><td class="ln del">1021</td><td class="del code"> return &quot;좌측&quot;;</td><td class="ln add">1021</td><td class="add code"> return &quot;Left Torso&quot;;</td></tr>
<tr class="eq"><td class="ln">1022</td><td class="code"> case Adept::DamageObject::CenterTorsoArmorZone:</td><td class="ln">1022</td><td class="code"> case Adept::DamageObject::CenterTorsoArmorZone:</td></tr>
<tr><td class="ln del">1023</td><td class="del code"> return &quot;전면&quot;;</td><td class="ln add">1023</td><td class="add code"> return &quot;Front&quot;;</td></tr>
<tr class="eq"><td class="ln">1024</td><td class="code"> case Adept::DamageObject::CenterRearTorsoArmorZone:</td><td class="ln">1024</td><td class="code"> case Adept::DamageObject::CenterRearTorsoArmorZone:</td></tr>
<tr><td class="ln del">1025</td><td class="del code"> return &quot;후면&quot;;</td><td class="ln add">1025</td><td class="add code"> return &quot;Rear&quot;;</td></tr>
<tr class="eq"><td class="ln">1026</td><td class="code"> case Adept::DamageObject::HeadArmorZone:</td><td class="ln">1026</td><td class="code"> case Adept::DamageObject::HeadArmorZone:</td></tr>
<tr><td class="ln del">1027</td><td class="del code"> return &quot;머리&quot;;</td><td class="ln add">1027</td><td class="add code"> return &quot;Head&quot;;</td></tr>
<tr class="eq"><td class="ln">1028</td><td class="code"> case Adept::DamageObject::SpecialArmorZone1:</td><td class="ln">1028</td><td class="code"> case Adept::DamageObject::SpecialArmorZone1:</td></tr>
<tr><td class="ln del">1029</td><td class="del code"> return &quot;보조장치1&quot;;</td><td class="ln add">1029</td><td class="add code"> return &quot;Aux Device 1&quot;;</td></tr>
<tr class="eq"><td class="ln">1030</td><td class="code"> case Adept::DamageObject::SpecialArmorZone2:</td><td class="ln">1030</td><td class="code"> case Adept::DamageObject::SpecialArmorZone2:</td></tr>
<tr><td class="ln del">1031</td><td class="del code"> return &quot;보조장치2&quot;;</td><td class="ln add">1031</td><td class="add code"> return &quot;Aux Device 2&quot;;</td></tr>
<tr class="eq"><td class="ln">1032</td><td class="code"> case Adept::DamageObject::DefaultArmorZone:</td><td class="ln">1032</td><td class="code"> case Adept::DamageObject::DefaultArmorZone:</td></tr>
<tr class="eq"><td class="ln">1033</td><td class="code"> return &quot;Default&quot;;</td><td class="ln">1033</td><td class="code"> return &quot;Default&quot;;</td></tr>
<tr class="eq"><td class="ln">1034</td><td class="code"> }</td><td class="ln">1034</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 961 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1996</td><td class="code">static SMSGFMT s_aKill[20][2] = {</td><td class="ln">1996</td><td class="code">static SMSGFMT s_aKill[20][2] = {</td></tr>
<tr class="eq"><td class="ln">1997</td><td class="code"> {</td><td class="ln">1997</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">1998</td><td class="code"> { &quot;%s&#x27;s %s destroys %s&#x27;s %s!&quot;, 0 }, // ok!</td><td class="ln">1998</td><td class="code"> { &quot;%s&#x27;s %s destroys %s&#x27;s %s!&quot;, 0 }, // ok!</td></tr>
<tr><td class="ln del">1999</td><td class="del code"> { &quot;%s의 %s, %s의 %s을(를) 파괴하다!&quot;, 0 }, // ok!</td><td class="ln add">1999</td><td class="add code"> { &quot;%s&#x27;s %s destroyed %s&#x27;s %s!&quot;, 0 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2000</td><td class="code"> },</td><td class="ln">2000</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2001</td><td class="code"> {</td><td class="ln">2001</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2002</td><td class="code"> { &quot;%s&#x27;s %s explodes in a fire-ball, thanks to %s.&quot;, 1 }, // ok!</td><td class="ln">2002</td><td class="code"> { &quot;%s&#x27;s %s explodes in a fire-ball, thanks to %s.&quot;, 1 }, // ok!</td></tr>
<tr><td class="ln del">2003</td><td class="del code"> { &quot;%s의 %s, 각 기관부의 화염으로 폭발! %s의 절묘한 공격성공!&quot;, 1 }, // ok!</td><td class="ln add">2003</td><td class="add code"> { &quot;%s&#x27;s %s explodes in flames! %s lands a perfect hit!&quot;, 1 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2004</td><td class="code"> },</td><td class="ln">2004</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2005</td><td class="code"> {</td><td class="ln">2005</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2006</td><td class="code"> { &quot;%s delivers the last blow as %s&#x27;s %s explodes in flames!&quot;, 2 }, // ok!</td><td class="ln">2006</td><td class="code"> { &quot;%s delivers the last blow as %s&#x27;s %s explodes in flames!&quot;, 2 }, // ok!</td></tr>
<tr><td class="ln del">2007</td><td class="del code"> { &quot;%s는 %s의 %s에!&quot;, 2 - 100}, // ok!</td><td class="ln add">2007</td><td class="add code"> { &quot;%s took a hit to %s&#x27;s %s!&quot;, 2 - 100}, // ok!</td></tr>
<tr class="eq"><td class="ln">2008</td><td class="code"> },</td><td class="ln">2008</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2009</td><td class="code"> {</td><td class="ln">2009</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2010</td><td class="code"> { &quot;Smoking wreckage is all that&#x27;s left of %s&#x27;s %s after %s delivers the fatal blow!&quot;, 1 },</td><td class="ln">2010</td><td class="code"> { &quot;Smoking wreckage is all that&#x27;s left of %s&#x27;s %s after %s delivers the fatal blow!&quot;, 1 },</td></tr>
<tr><td class="ln del">2011</td><td class="del code"> { &quot;%s의 무자비한 공격으로 %s의 %s 불타는 잔해만 남길 것이다.&quot;, 2 }, // ok!</td><td class="ln add">2011</td><td class="add code"> { &quot;%s&#x27;s merciless assault leaves only burning wreckage of %s&#x27;s %s.&quot;, 2 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2012</td><td class="code"> },</td><td class="ln">2012</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2013</td><td class="code"> {</td><td class="ln">2013</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2014</td><td class="code"> { &quot;Glorious victory goes to %s as the wreckage from %s&#x27;s %s lies burning on the battlefield!&quot;, 2 },</td><td class="ln">2014</td><td class="code"> { &quot;Glorious victory goes to %s as the wreckage from %s&#x27;s %s lies burning on the battlefield!&quot;, 2 },</td></tr>
<tr><td class="ln del">2015</td><td class="del code"> { &quot;전황은 급속도로 진전, %s의 생존가능성은 0%%!&quot;, 8 }, // ok!</td><td class="ln add">2015</td><td class="add code"> { &quot;The battle escalates rapidly - %s&#x27;s survival probability is 0%%!&quot;, 8 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2016</td><td class="code"> },</td><td class="ln">2016</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2017</td><td class="code"> {</td><td class="ln">2017</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2018</td><td class="code"> { &quot;%s&#x27;s %s is put out of it&#x27;s misery by a devastating shot from %s.&quot;, 1 },</td><td class="ln">2018</td><td class="code"> { &quot;%s&#x27;s %s is put out of it&#x27;s misery by a devastating shot from %s.&quot;, 1 },</td></tr>
<tr><td class="ln del">2019</td><td class="del code"> { &quot;%s의 압도적인 화력 앞에 %s 처참히 무너지고 있다.&quot;, 4 }, // ok!</td><td class="ln add">2019</td><td class="add code"> { &quot;Under %s&#x27;s overwhelming firepower, %s crumbles miserably.&quot;, 4 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2020</td><td class="code"> },</td><td class="ln">2020</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2021</td><td class="code"> {</td><td class="ln">2021</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2022</td><td class="code"> { &quot;%s racks up another kill marker from reducing %s&#x27;s %s to rubble!&quot;, 2 },</td><td class="ln">2022</td><td class="code"> { &quot;%s racks up another kill marker from reducing %s&#x27;s %s to rubble!&quot;, 2 },</td></tr>
<tr><td class="ln del">2023</td><td class="del code"> { &quot;%s %s의 %s을(를) 때려 눕히고, 새로운 킬마크를 얻었다.&quot;, 2 }, // ok!</td><td class="ln add">2023</td><td class="add code"> { &quot;%s knocked out %s&#x27;s %s and earned a new kill mark.&quot;, 2 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2024</td><td class="code"> },</td><td class="ln">2024</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2025</td><td class="code"> {</td><td class="ln">2025</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2026</td><td class="code"> { &quot;Fresh paint is applied to %s&#x27;s %s to mark the destruction of %s&#x27;s %s!&quot;, 0 }, // ok!</td><td class="ln">2026</td><td class="code"> { &quot;Fresh paint is applied to %s&#x27;s %s to mark the destruction of %s&#x27;s %s!&quot;, 0 }, // ok!</td></tr>
<tr><td class="ln del">2027</td><td class="del code"> { &quot;%s는 %s를 격추한 킬마크를 %s에 추가했다.&quot;, 0 - 100 },</td><td class="ln add">2027</td><td class="add code"> { &quot;%s added a kill mark on %s for shooting down %s.&quot;, 0 - 100 },</td></tr>
<tr class="eq"><td class="ln">2028</td><td class="code"> },</td><td class="ln">2028</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2029</td><td class="code"> {</td><td class="ln">2029</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2030</td><td class="code"> { &quot;The burning wreckage of %s&#x27;s %s is a reminder to all of the prowess of %s&#x27;s battle skills!&quot;, 1 },</td><td class="ln">2030</td><td class="code"> { &quot;The burning wreckage of %s&#x27;s %s is a reminder to all of the prowess of %s&#x27;s battle skills!&quot;, 1 },</td></tr>
<tr><td class="ln del">2031</td><td class="del code"> { &quot;%s의 잔해는 %s이(가) 가져갈 승리의 기념품이 될것이다.&quot;, 7 }, // ok!</td><td class="ln add">2031</td><td class="add code"> { &quot;The wreckage of %s will be %s&#x27;s trophy of victory.&quot;, 7 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2032</td><td class="code"> },</td><td class="ln">2032</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2033</td><td class="code"> {</td><td class="ln">2033</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2034</td><td class="code"> { &quot;The thunderous explosion of %s&#x27;s %s is music to the ears of %s!&quot;, 1 },</td><td class="ln">2034</td><td class="code"> { &quot;The thunderous explosion of %s&#x27;s %s is music to the ears of %s!&quot;, 1 },</td></tr>
<tr><td class="ln del">2035</td><td class="del code"> { &quot;%s의 귀에 들려오는 죽음의 전주곡. 지휘자는 %s.&quot;, 7 }, // ok!</td><td class="ln add">2035</td><td class="add code"> { &quot;A death prelude echoes in %s&#x27;s ears. The conductor: %s.&quot;, 7 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2036</td><td class="code"> },</td><td class="ln">2036</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2037</td><td class="code"> {</td><td class="ln">2037</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2038</td><td class="code"> { &quot;%s&#x27;s %s is destroyed by %s&#x27;s %s.&quot;, 3 },</td><td class="ln">2038</td><td class="code"> { &quot;%s&#x27;s %s is destroyed by %s&#x27;s %s.&quot;, 3 },</td></tr>
<tr><td class="ln del">2039</td><td class="del code"> { &quot;%s&#x27;의 %s, %s의 %s에게 파괴되었다.&quot;, 3 }, // ok!</td><td class="ln add">2039</td><td class="add code"> { &quot;%s&#x27;s %s was destroyed by %s&#x27;s %s.&quot;, 3 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2040</td><td class="code"> },</td><td class="ln">2040</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2041</td><td class="code"> {</td><td class="ln">2041</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2042</td><td class="code"> { &quot;%s brings the four horsemen of the apocalypse down upon %s.&quot;, 4 },</td><td class="ln">2042</td><td class="code"> { &quot;%s brings the four horsemen of the apocalypse down upon %s.&quot;, 4 },</td></tr>
<tr><td class="ln del">2043</td><td class="del code"> { &quot;%s(이)가 휘두르는 심판의 추가 %s에게 작렬했다.&quot;, 4 }, // ok!</td><td class="ln add">2043</td><td class="add code"> { &quot;The pendulum of judgment swung by %s strikes %s.&quot;, 4 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2044</td><td class="code"> },</td><td class="ln">2044</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2045</td><td class="code"> {</td><td class="ln">2045</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2046</td><td class="code"> { &quot;%s&#x27;s life flashes as %s reduces the %s to a burning wreck.&quot;, 5 },</td><td class="ln">2046</td><td class="code"> { &quot;%s&#x27;s life flashes as %s reduces the %s to a burning wreck.&quot;, 5 },</td></tr>
<tr><td class="ln del">2047</td><td class="del code"> { &quot;%s의 마지막 생명줄에, %s !&quot;, 7 - 100 }, // ok!</td><td class="ln add">2047</td><td class="add code"> { &quot;On %s&#x27;s last lifeline, %s!&quot;, 7 - 100 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2048</td><td class="code"> },</td><td class="ln">2048</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2049</td><td class="code"> {</td><td class="ln">2049</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2050</td><td class="code"> { &quot;%s is deafened by the resounding roar of the exploding %s, thanks to %s.&quot;, 1 },</td><td class="ln">2050</td><td class="code"> { &quot;%s is deafened by the resounding roar of the exploding %s, thanks to %s.&quot;, 1 },</td></tr>
<tr><td class="ln del">2051</td><td class="del code"> { &quot;%s 기체의 폭발소리와 함께, 저 하늘로 날아갔다. %s에게 영광을!&quot;, 7 }, // ok!</td><td class="ln add">2051</td><td class="add code"> { &quot;%s&#x27;s mech explodes skyward. Glory to %s!&quot;, 7 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2052</td><td class="code"> },</td><td class="ln">2052</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2053</td><td class="code"> {</td><td class="ln">2053</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2054</td><td class="code"> { &quot;A kill marker is placed on %s&#x27;s %s to mark the victory over %s.&quot;, 6 },</td><td class="ln">2054</td><td class="code"> { &quot;A kill marker is placed on %s&#x27;s %s to mark the victory over %s.&quot;, 6 },</td></tr>
<tr><td class="ln del">2055</td><td class="del code"> { &quot;%s의 %s에 새로운 킬마크를 추가해야 할 듯, 희생자는 %s&quot;, 6 }, // ok!</td><td class="ln add">2055</td><td class="add code"> { &quot;A new kill mark should be added to %s&#x27;s %s, victim: %s&quot;, 6 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2056</td><td class="code"> },</td><td class="ln">2056</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2057</td><td class="code"> {</td><td class="ln">2057</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2058</td><td class="code"> { &quot;%s is delivered unto the inferno with regards from %s.&quot;, 7 },</td><td class="ln">2058</td><td class="code"> { &quot;%s is delivered unto the inferno with regards from %s.&quot;, 7 },</td></tr>
<tr><td class="ln del">2059</td><td class="del code"> { &quot;%s, %s의 호위하에 지옥으로 향했다. %s에게 명복을!&quot;, 9 }, // ok!</td><td class="ln add">2059</td><td class="add code"> { &quot;%s headed to hell under %s&#x27;s escort. Rest in peace, %s!&quot;, 9 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2060</td><td class="code"> },</td><td class="ln">2060</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2061</td><td class="code"> {</td><td class="ln">2061</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2062</td><td class="code"> { &quot;Another kill marker is given up by %s, as %s celebrates victory.&quot;, 7 },</td><td class="ln">2062</td><td class="code"> { &quot;Another kill marker is given up by %s, as %s celebrates victory.&quot;, 7 },</td></tr>
<tr><td class="ln del">2063</td><td class="del code"> { &quot;%s, %s의 새로운 킬 마크가 되었다. 영원한 안식을…&quot;, 7 - 100 },</td><td class="ln add">2063</td><td class="add code"> { &quot;%s became %s&#x27;s new kill mark. Rest in peace...&quot;, 7 - 100 },</td></tr>
<tr class="eq"><td class="ln">2064</td><td class="code"> },</td><td class="ln">2064</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2065</td><td class="code"> {</td><td class="ln">2065</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2066</td><td class="code"> { &quot;Best wishes in the afterlife are presented to %s from %s.&quot;, 7 },</td><td class="ln">2066</td><td class="code"> { &quot;Best wishes in the afterlife are presented to %s from %s.&quot;, 7 },</td></tr>
<tr><td class="ln del">2067</td><td class="del code"> { &quot;%s에게 남은 것은 오직 %s에 대한 복수뿐!&quot;, 7 }, // ok!</td><td class="ln add">2067</td><td class="add code"> { &quot;All that remains for %s is revenge against %s!&quot;, 7 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2068</td><td class="code"> },</td><td class="ln">2068</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2069</td><td class="code"> {</td><td class="ln">2069</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2070</td><td class="code"> { &quot;Tragedy strikes %s as %s guns the %s down.&quot;, 5 },</td><td class="ln">2070</td><td class="code"> { &quot;Tragedy strikes %s as %s guns the %s down.&quot;, 5 },</td></tr>
<tr><td class="ln del">2071</td><td class="del code"> { &quot;%s 모든 화력을 동원해 %s의 %s을(를) 파괴했다.&quot;, 2 }, // ok!</td><td class="ln add">2071</td><td class="add code"> { &quot;%s brought all firepower to bear and destroyed %s&#x27;s %s.&quot;, 2 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2072</td><td class="code"> },</td><td class="ln">2072</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2073</td><td class="code"> {</td><td class="ln">2073</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2074</td><td class="code"> { &quot;%s earns the revenge of %s after the tragic destruction of the %s.&quot;, 2 },</td><td class="ln">2074</td><td class="code"> { &quot;%s earns the revenge of %s after the tragic destruction of the %s.&quot;, 2 },</td></tr>
<tr><td class="ln del">2075</td><td class="del code"> { &quot;%s의 비극적인 최후! %s 절망하는 %s을(를) 지켜볼 뿐이다.&quot;, 9 }, // ok!</td><td class="ln add">2075</td><td class="add code"> { &quot;A tragic end for %s! %s can only watch %s in despair.&quot;, 9 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2076</td><td class="code"> },</td><td class="ln">2076</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2077</td><td class="code">};</td><td class="ln">2077</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">2078</td><td class="code"></td><td class="ln">2078</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2083</td><td class="code">static SMSGFMT s_aSuicide[2][2] = {</td><td class="ln">2083</td><td class="code">static SMSGFMT s_aSuicide[2][2] = {</td></tr>
<tr class="eq"><td class="ln">2084</td><td class="code"> {</td><td class="ln">2084</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2085</td><td class="code"> { &quot;%s leaves the battlefield in disgrace after causing the destruction of the %s.&quot;, 0 },</td><td class="ln">2085</td><td class="code"> { &quot;%s leaves the battlefield in disgrace after causing the destruction of the %s.&quot;, 0 },</td></tr>
<tr><td class="ln del">2086</td><td class="del code"> { &quot;%s 자폭! %s 불명예스럽게 전장을 떠났다!&quot;, 2 },</td><td class="ln add">2086</td><td class="add code"> { &quot;%s self-destructed! %s left the battlefield in disgrace!&quot;, 2 },</td></tr>
<tr class="eq"><td class="ln">2087</td><td class="code"> },</td><td class="ln">2087</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2088</td><td class="code"> {</td><td class="ln">2088</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2089</td><td class="code"> { &quot;%s will not grace the halls of the honored mechwarriors after self-destructing the %s.&quot;, 0 },</td><td class="ln">2089</td><td class="code"> { &quot;%s will not grace the halls of the honored mechwarriors after self-destructing the %s.&quot;, 0 },</td></tr>
<tr><td class="ln del">2090</td><td class="del code"> { &quot;%s 자폭! 비겁자여, 진실로 승리를 원하는가?&quot;, 3 },</td><td class="ln add">2090</td><td class="add code"> { &quot;%s self-destructed! Coward, do you truly desire victory?&quot;, 3 },</td></tr>
<tr class="eq"><td class="ln">2091</td><td class="code"> },</td><td class="ln">2091</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2092</td><td class="code">};</td><td class="ln">2092</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">2093</td><td class="code"></td><td class="ln">2093</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 18 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2112</td><td class="code">static SMSGFMT s_aShot[10][2] = {</td><td class="ln">2112</td><td class="code">static SMSGFMT s_aShot[10][2] = {</td></tr>
<tr class="eq"><td class="ln">2113</td><td class="code"> {</td><td class="ln">2113</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2114</td><td class="code"> { &quot;%s&#x27;s %s fires the %s and damages the %s of %s&#x27;s %s.&quot;, 0 },</td><td class="ln">2114</td><td class="code"> { &quot;%s&#x27;s %s fires the %s and damages the %s of %s&#x27;s %s.&quot;, 0 },</td></tr>
<tr><td class="ln del">2115</td><td class="del code"> { &quot;%s %s의 %s에 %s으로 공격했다&quot;, 1 }, // ok!</td><td class="ln add">2115</td><td class="add code"> { &quot;%s attacked %s&#x27;s %s with %s&quot;, 1 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2116</td><td class="code"> },</td><td class="ln">2116</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2117</td><td class="code"> {</td><td class="ln">2117</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2118</td><td class="code"> { &quot;%s fires the %s&#x27;s %s and decimates the %s of %s&#x27;s %s.&quot;, 2 },</td><td class="ln">2118</td><td class="code"> { &quot;%s fires the %s&#x27;s %s and decimates the %s of %s&#x27;s %s.&quot;, 2 },</td></tr>
<tr><td class="ln del">2119</td><td class="del code"> { &quot;%s이(가) 탑승한 %s, %s로 %s이(가) 탑승한 %s의 %s에 피해를 입혔다.&quot;, 2 },</td><td class="ln add">2119</td><td class="add code"> { &quot;%s piloting %s damaged %s&#x27;s %s on %s&#x27;s %s.&quot;, 2 },</td></tr>
<tr class="eq"><td class="ln">2120</td><td class="code"> },</td><td class="ln">2120</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2121</td><td class="code"> {</td><td class="ln">2121</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2122</td><td class="code"> { &quot;%s&#x27;s %s takes a devastating hit in the %s from %s.&quot;, 3 },</td><td class="ln">2122</td><td class="code"> { &quot;%s&#x27;s %s takes a devastating hit in the %s from %s.&quot;, 3 },</td></tr>
<tr><td class="ln del">2123</td><td class="del code"> { &quot;%s의 %s, %s의 압도적인 공격에 %s에 피해를 입었다.&quot;, 4 }, // ok!</td><td class="ln add">2123</td><td class="add code"> { &quot;%s&#x27;s %s took damage to the %s under %s&#x27;s overwhelming attack.&quot;, 4 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2124</td><td class="code"> },</td><td class="ln">2124</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2125</td><td class="code"> {</td><td class="ln">2125</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2126</td><td class="code"> { &quot;%s&#x27;s %s suffers a direct hit to it&#x27;s %s from %s&#x27;s %s.&quot;, 5 },</td><td class="ln">2126</td><td class="code"> { &quot;%s&#x27;s %s suffers a direct hit to it&#x27;s %s from %s&#x27;s %s.&quot;, 5 },</td></tr>
<tr><td class="ln del">2127</td><td class="del code"> { &quot;%s의 %s은(는) %s의 %s에 직접적인 피해를 받았다. 피해 %s!&quot;, 6 -100},</td><td class="ln add">2127</td><td class="add code"> { &quot;%s&#x27;s %s took direct damage from %s&#x27;s %s. Damage: %s!&quot;, 6 -100},</td></tr>
<tr class="eq"><td class="ln">2128</td><td class="code"> },</td><td class="ln">2128</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2129</td><td class="code"> {</td><td class="ln">2129</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2130</td><td class="code"> { &quot;%s damages %s&#x27;s %s.&quot;, 7 },</td><td class="ln">2130</td><td class="code"> { &quot;%s damages %s&#x27;s %s.&quot;, 7 },</td></tr>
<tr><td class="ln del">2131</td><td class="del code"> { &quot;%s, %s의 %s에 피해를 입혔다..&quot;, 7 }, // ok!</td><td class="ln add">2131</td><td class="add code"> { &quot;%s dealt damage to %s&#x27;s %s..&quot;, 7 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2132</td><td class="code"> },</td><td class="ln">2132</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2133</td><td class="code"> {</td><td class="ln">2133</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2134</td><td class="code"> { &quot;Dense black smoke pours from %s&#x27;s %s as a result of %s&#x27;s targeted hit.&quot;, 8 },</td><td class="ln">2134</td><td class="code"> { &quot;Dense black smoke pours from %s&#x27;s %s as a result of %s&#x27;s targeted hit.&quot;, 8 },</td></tr>
<tr><td class="ln del">2135</td><td class="del code"> { &quot;%s의 절묘한 공격으로 %s의 %s에서 검은 연기가 퍼지고 있다.&quot;, 7 }, // ok!</td><td class="ln add">2135</td><td class="add code"> { &quot;Black smoke billows from %s&#x27;s %s from %s&#x27;s precise attack.&quot;, 7 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2136</td><td class="code"> },</td><td class="ln">2136</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2137</td><td class="code"> {</td><td class="ln">2137</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2138</td><td class="code"> { &quot;Fire boils from the damaged %s of %s&#x27;s %s after %s hits it with a %s.&quot;, 9 },</td><td class="ln">2138</td><td class="code"> { &quot;Fire boils from the damaged %s of %s&#x27;s %s after %s hits it with a %s.&quot;, 9 },</td></tr>
<tr><td class="ln del">2139</td><td class="del code"> { &quot;%s %s을(를) 발사하여, %s이(가) 탑승한 %s의 %s에 피해를 발생시켰다.&quot;, 10 }, // ok!</td><td class="ln add">2139</td><td class="add code"> { &quot;%s fired %s, dealing damage to the %s of %s&#x27;s %s.&quot;, 10 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2140</td><td class="code"> },</td><td class="ln">2140</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2141</td><td class="code"> {</td><td class="ln">2141</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2142</td><td class="code"> { &quot;Smoke and fire are trailing from %s&#x27;s %s, all results of the %s blast inflicted by %s.&quot;, 11 },</td><td class="ln">2142</td><td class="code"> { &quot;Smoke and fire are trailing from %s&#x27;s %s, all results of the %s blast inflicted by %s.&quot;, 11 },</td></tr>
<tr><td class="ln del">2143</td><td class="del code"> { &quot;%s의 %s 공격에, 불과 연기가 %s의 기체를 뒤덮고 있다.&quot;, 15 }, // ok!</td><td class="ln add">2143</td><td class="add code"> { &quot;Fire and smoke engulf %s&#x27;s mech from %s&#x27;s %s attack.&quot;, 15 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2144</td><td class="code"> },</td><td class="ln">2144</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2145</td><td class="code"> {</td><td class="ln">2145</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2146</td><td class="code"> { &quot;%s targets and fires the %s; %s cries in dismay as the %s&#x27;s %s is damaged.&quot;, 10 },</td><td class="ln">2146</td><td class="code"> { &quot;%s targets and fires the %s; %s cries in dismay as the %s&#x27;s %s is damaged.&quot;, 10 },</td></tr>
<tr><td class="ln del">2147</td><td class="del code"> { &quot;%s %s을(를) 조준하여 %s이(가) 탑승한 %s의 %s에 맞춘 후 방아쇠를 당겼다.&quot;, 10 }, // ok!</td><td class="ln add">2147</td><td class="add code"> { &quot;%s aimed %s and pulled the trigger, hitting the %s of %s&#x27;s %s.&quot;, 10 }, // ok!</td></tr>
<tr class="eq"><td class="ln">2148</td><td class="code"> },</td><td class="ln">2148</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2149</td><td class="code"> {</td><td class="ln">2149</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2150</td><td class="code"> { &quot;%s takes a severe wound to the %s as %s aims for the %s again.&quot;, 13 },</td><td class="ln">2150</td><td class="code"> { &quot;%s takes a severe wound to the %s as %s aims for the %s again.&quot;, 13 },</td></tr>
<tr><td class="ln del">2151</td><td class="del code"> { &quot;%s 다시 %s의 %s을(를) 조준하여 사격했다. %s, %s에 심각한 피해를 입은 듯.&quot;, 14 -100},</td><td class="ln add">2151</td><td class="add code"> { &quot;%s aimed again at %s&#x27;s %s and fired. %s seems to have taken serious damage to %s.&quot;, 14 -100},</td></tr>
<tr class="eq"><td class="ln">2152</td><td class="code"> },</td><td class="ln">2152</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2153</td><td class="code">};</td><td class="ln">2153</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">2154</td><td class="code"></td><td class="ln">2154</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 1 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">2156</td><td class="code">static SMSGFMT s_aCTF[1][2] = {</td><td class="ln">2156</td><td class="code">static SMSGFMT s_aCTF[1][2] = {</td></tr>
<tr class="eq"><td class="ln">2157</td><td class="code"> {</td><td class="ln">2157</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2158</td><td class="code"> { &quot;%s captured flag.&quot;, 0 },</td><td class="ln">2158</td><td class="code"> { &quot;%s captured flag.&quot;, 0 },</td></tr>
<tr><td class="ln del">2159</td><td class="del code"> { &quot;%s, 깃발 획득!.&quot;, 0 },</td><td class="ln add">2159</td><td class="add code"> { &quot;%s captured the flag!&quot;, 0 },</td></tr>
<tr class="eq"><td class="ln">2160</td><td class="code"> },</td><td class="ln">2160</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2161</td><td class="code">};</td><td class="ln">2161</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">2162</td><td class="code">static SMSGFMT s_aFBK[1][2] = {</td><td class="ln">2162</td><td class="code">static SMSGFMT s_aFBK[1][2] = {</td></tr>
<tr class="eq"><td class="ln">2163</td><td class="code"> {</td><td class="ln">2163</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2164</td><td class="code"> { &quot;%s destroyed friendly building.&quot;, 0 },</td><td class="ln">2164</td><td class="code"> { &quot;%s destroyed friendly building.&quot;, 0 },</td></tr>
<tr><td class="ln del">2165</td><td class="del code"> { &quot;%s, 깃발 획득!.&quot;, 0 },</td><td class="ln add">2165</td><td class="add code"> { &quot;%s captured the flag!&quot;, 0 },</td></tr>
<tr class="eq"><td class="ln">2166</td><td class="code"> },</td><td class="ln">2166</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2167</td><td class="code">};</td><td class="ln">2167</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">2168</td><td class="code">static SMSGFMT s_aEBK[1][2] = {</td><td class="ln">2168</td><td class="code">static SMSGFMT s_aEBK[1][2] = {</td></tr>
<tr class="eq"><td class="ln">2169</td><td class="code"> {</td><td class="ln">2169</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">2170</td><td class="code"> { &quot;%s destroyed enemy building.&quot;, 0 },</td><td class="ln">2170</td><td class="code"> { &quot;%s destroyed enemy building.&quot;, 0 },</td></tr>
<tr><td class="ln del">2171</td><td class="del code"> { &quot;%s, 깃발 획득!.&quot;, 0 },</td><td class="ln add">2171</td><td class="add code"> { &quot;%s captured the flag!&quot;, 0 },</td></tr>
<tr class="eq"><td class="ln">2172</td><td class="code"> },</td><td class="ln">2172</td><td class="code"> },</td></tr>
<tr class="eq"><td class="ln">2173</td><td class="code">};</td><td class="ln">2173</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">2174</td><td class="code"> const SMSGFMT* pcFMT;</td><td class="ln">2174</td><td class="code"> const SMSGFMT* pcFMT;</td></tr>
<tr><td colspan="4" class="hunk">... 1361 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3536</td><td class="code">//</td><td class="ln">3536</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">3537</td><td class="code"></td><td class="ln">3537</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3538</td><td class="code">#endif // !defined(__RECSCORE_CPP__)</td><td class="ln">3538</td><td class="code">#endif // !defined(__RECSCORE_CPP__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Libraries/3dsmax4/Include/IDataChannel.h</h2>
<div class="summary">+3 -3 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code"> /**********************************************************************</td><td class="ln">1</td><td class="code"> /**********************************************************************</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"> FILE: IDataChannel.h</td><td class="ln">3</td><td class="code"> FILE: IDataChannel.h</td></tr>
<tr><td colspan="4" class="hunk">... 24 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">28</td><td class="code">// forward declaration</td><td class="ln">28</td><td class="code">// forward declaration</td></tr>
<tr class="eq"><td class="ln">29</td><td class="code">class FPInterface;</td><td class="ln">29</td><td class="code">class FPInterface;</td></tr>
<tr class="eq"><td class="ln">30</td><td class="code"></td><td class="ln">30</td><td class="code"></td></tr>
<tr><td class="ln del">31</td><td class="del code">//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯</td><td class="ln add">31</td><td class="add code">//----------------------------------------------------------------------</td></tr>
<tr class="eq"><td class="ln">32</td><td class="code">// A data channel is a homogeneous collection of objects of a user defined</td><td class="ln">32</td><td class="code">// A data channel is a homogeneous collection of objects of a user defined</td></tr>
<tr class="eq"><td class="ln">33</td><td class="code">// type (data objects). Data channels are uniquely identified by a Class_ID.</td><td class="ln">33</td><td class="code">// type (data objects). Data channels are uniquely identified by a Class_ID.</td></tr>
<tr class="eq"><td class="ln">34</td><td class="code">//</td><td class="ln">34</td><td class="code">//</td></tr>
<tr><td colspan="4" class="hunk">... 17 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">52</td><td class="code">#define DATACHANNEL_INTERFACE Interface_ID(0x38a718a8, 0x14685b4b)</td><td class="ln">52</td><td class="code">#define DATACHANNEL_INTERFACE Interface_ID(0x38a718a8, 0x14685b4b)</td></tr>
<tr class="eq"><td class="ln">53</td><td class="code">#define GetDataChannelInterface(obj) ((IDataChannel*)obj-&gt;GetInterface(DATACHANNEL_INTERFACE))</td><td class="ln">53</td><td class="code">#define GetDataChannelInterface(obj) ((IDataChannel*)obj-&gt;GetInterface(DATACHANNEL_INTERFACE))</td></tr>
<tr class="eq"><td class="ln">54</td><td class="code"></td><td class="ln">54</td><td class="code"></td></tr>
<tr><td class="ln del">55</td><td class="del code">//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯</td><td class="ln add">55</td><td class="add code">//----------------------------------------------------------------------</td></tr>
<tr class="eq"><td class="ln">56</td><td class="code">// Face-data channel interface</td><td class="ln">56</td><td class="code">// Face-data channel interface</td></tr>
<tr class="eq"><td class="ln">57</td><td class="code">//</td><td class="ln">57</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">58</td><td class="code">// This is an abstraction of a collection of data objects that is</td><td class="ln">58</td><td class="code">// This is an abstraction of a collection of data objects that is</td></tr>
<tr><td colspan="4" class="hunk">... 90 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">149</td><td class="code">#define FACEDATACHANNEL_INTERFACE Interface_ID(0x181358d5, 0x3cab1bc9)</td><td class="ln">149</td><td class="code">#define FACEDATACHANNEL_INTERFACE Interface_ID(0x181358d5, 0x3cab1bc9)</td></tr>
<tr class="eq"><td class="ln">150</td><td class="code">#define GetFaceDataChannelInterface(obj) ((IFaceDataChannel*)obj-&gt;GetInterface(FACEDATACHANNEL_INTERFACE))</td><td class="ln">150</td><td class="code">#define GetFaceDataChannelInterface(obj) ((IFaceDataChannel*)obj-&gt;GetInterface(FACEDATACHANNEL_INTERFACE))</td></tr>
<tr class="eq"><td class="ln">151</td><td class="code"></td><td class="ln">151</td><td class="code"></td></tr>
<tr><td class="ln del">152</td><td class="del code">//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯</td><td class="ln add">152</td><td class="add code">//----------------------------------------------------------------------</td></tr>
<tr class="eq"><td class="ln">153</td><td class="code">// Interface class that allows to execute a callback method (Proc) for all</td><td class="ln">153</td><td class="code">// Interface class that allows to execute a callback method (Proc) for all</td></tr>
<tr class="eq"><td class="ln">154</td><td class="code">// face-data channels of an object.</td><td class="ln">154</td><td class="code">// face-data channels of an object.</td></tr>
<tr class="eq"><td class="ln">155</td><td class="code">//</td><td class="ln">155</td><td class="code">//</td></tr>
<tr><td colspan="4" class="hunk">... 23 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">179</td><td class="code"></td><td class="ln">179</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">180</td><td class="code"></td><td class="ln">180</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">181</td><td class="code">#endif</td><td class="ln">181</td><td class="code">#endif</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Libraries/3dsmax4/Include/IFaceDataMgr.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code"> /**********************************************************************</td><td class="ln">1</td><td class="code"> /**********************************************************************</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"> FILE: IFaceDataMgr.h</td><td class="ln">3</td><td class="code"> FILE: IFaceDataMgr.h</td></tr>
<tr><td colspan="4" class="hunk">... 17 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">21</td><td class="code">// GUID that identifies this ifc (interface)</td><td class="ln">21</td><td class="code">// GUID that identifies this ifc (interface)</td></tr>
<tr class="eq"><td class="ln">22</td><td class="code">#define FACEDATAMGR_INTERFACE Interface_ID(0x1b454148, 0x6a066927)</td><td class="ln">22</td><td class="code">#define FACEDATAMGR_INTERFACE Interface_ID(0x1b454148, 0x6a066927)</td></tr>
<tr class="eq"><td class="ln">23</td><td class="code"></td><td class="ln">23</td><td class="code"></td></tr>
<tr><td class="ln del">24</td><td class="del code">//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯</td><td class="ln add">24</td><td class="add code">//----------------------------------------------------------------------</td></tr>
<tr class="eq"><td class="ln">25</td><td class="code">// Interface for managing face-data channels.</td><td class="ln">25</td><td class="code">// Interface for managing face-data channels.</td></tr>
<tr class="eq"><td class="ln">26</td><td class="code">// Objects that want to have face-data channels should implement this ifc</td><td class="ln">26</td><td class="code">// Objects that want to have face-data channels should implement this ifc</td></tr>
<tr class="eq"><td class="ln">27</td><td class="code">//</td><td class="ln">27</td><td class="code">//</td></tr>
<tr><td colspan="4" class="hunk">... 53 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">81</td><td class="code">};</td><td class="ln">81</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">82</td><td class="code"></td><td class="ln">82</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">83</td><td class="code">#endif</td><td class="ln">83</td><td class="code">#endif</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Libraries/3dsmax4/Include/IFaceDataMgrImpl.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code"> /**********************************************************************</td><td class="ln">1</td><td class="code"> /**********************************************************************</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"> FILE: IMeshFaceDataMgrmpl.h</td><td class="ln">3</td><td class="code"> FILE: IMeshFaceDataMgrmpl.h</td></tr>
<tr><td colspan="4" class="hunk">... 16 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">20</td><td class="code">#include &lt;map&gt;</td><td class="ln">20</td><td class="code">#include &lt;map&gt;</td></tr>
<tr class="eq"><td class="ln">21</td><td class="code">#include &quot;export.h&quot;</td><td class="ln">21</td><td class="code">#include &quot;export.h&quot;</td></tr>
<tr class="eq"><td class="ln">22</td><td class="code"></td><td class="ln">22</td><td class="code"></td></tr>
<tr><td class="ln del">23</td><td class="del code">//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯</td><td class="ln add">23</td><td class="add code">//----------------------------------------------------------------------</td></tr>
<tr class="eq"><td class="ln">24</td><td class="code">// Face-data management implementation</td><td class="ln">24</td><td class="code">// Face-data management implementation</td></tr>
<tr class="eq"><td class="ln">25</td><td class="code">//________________________________________________________________________</td><td class="ln">25</td><td class="code">//________________________________________________________________________</td></tr>
<tr class="eq"><td class="ln">26</td><td class="code">class IFaceDataMgrImpl : public IFaceDataMgr</td><td class="ln">26</td><td class="code">class IFaceDataMgrImpl : public IFaceDataMgr</td></tr>
<tr><td colspan="4" class="hunk">... 43 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">70</td><td class="code"></td><td class="ln">70</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">71</td><td class="code"></td><td class="ln">71</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">72</td><td class="code">#endif</td><td class="ln">72</td><td class="code">#endif</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Libraries/3dsmax4/Include/IPipelineClient.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code"> /**********************************************************************</td><td class="ln">1</td><td class="code"> /**********************************************************************</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"> FILE: IPipelineClient.h</td><td class="ln">3</td><td class="code"> FILE: IPipelineClient.h</td></tr>
<tr><td colspan="4" class="hunk">... 16 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">20</td><td class="code">// GUID that identifies this ifc (interface)</td><td class="ln">20</td><td class="code">// GUID that identifies this ifc (interface)</td></tr>
<tr class="eq"><td class="ln">21</td><td class="code">#define PIPELINECLIENT_INTERFACE Interface_ID(0x62383d51, 0x2d0f7d6a)</td><td class="ln">21</td><td class="code">#define PIPELINECLIENT_INTERFACE Interface_ID(0x62383d51, 0x2d0f7d6a)</td></tr>
<tr class="eq"><td class="ln">22</td><td class="code"></td><td class="ln">22</td><td class="code"></td></tr>
<tr><td class="ln del">23</td><td class="del code">//¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯</td><td class="ln add">23</td><td class="add code">//----------------------------------------------------------------------</td></tr>
<tr class="eq"><td class="ln">24</td><td class="code">// This interface should be implemented by objects that flow up the</td><td class="ln">24</td><td class="code">// This interface should be implemented by objects that flow up the</td></tr>
<tr class="eq"><td class="ln">25</td><td class="code">// geometry pipeline and have data members that belong to the pipeline</td><td class="ln">25</td><td class="code">// geometry pipeline and have data members that belong to the pipeline</td></tr>
<tr class="eq"><td class="ln">26</td><td class="code">// channels (geometry, topology, texmap, etc)</td><td class="ln">26</td><td class="code">// channels (geometry, topology, texmap, etc)</td></tr>
<tr><td colspan="4" class="hunk">... 16 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code">};</td><td class="ln">43</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">44</td><td class="code"></td><td class="ln">44</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">45</td><td class="code">#endif</td><td class="ln">45</td><td class="code">#endif</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Libraries/3dsmax4/Include/Osnap.h</h2>
<div class="summary">+2 -2 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">/**********************************************************************</td><td class="ln">1</td><td class="code">/**********************************************************************</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"> *&lt;</td><td class="ln">2</td><td class="code"> *&lt;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"> FILE: osnap.h</td><td class="ln">3</td><td class="code"> FILE: osnap.h</td></tr>
<tr><td colspan="4" class="hunk">... 91 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">95</td><td class="code"> virtual int NumCallbacks(){return 0;}</td><td class="ln">95</td><td class="code"> virtual int NumCallbacks(){return 0;}</td></tr>
<tr class="eq"><td class="ln">96</td><td class="code"> virtual DllExport BOOL GetSupportedObject(INode *iNode, TimeValue t, ObjectState *os);</td><td class="ln">96</td><td class="code"> virtual DllExport BOOL GetSupportedObject(INode *iNode, TimeValue t, ObjectState *os);</td></tr>
<tr class="eq"><td class="ln">97</td><td class="code"></td><td class="ln">97</td><td class="code"></td></tr>
<tr><td class="ln del">98</td><td class="del code"> virtual TSTR *snapname(int index)=0; // the snap뭩 name to be displayed in the UI</td><td class="ln add">98</td><td class="add code"> virtual TSTR *snapname(int index)=0; // the snap&#x27;s name to be displayed in the UI</td></tr>
<tr><td class="ln del">99</td><td class="del code"> virtual TSTR *tooltip(int index){return NULL;} // the snap뭩 name to be displayed in the UI</td><td class="ln add">99</td><td class="add code"> virtual TSTR *tooltip(int index){return NULL;} // the snap&#x27;s name to be displayed in the UI</td></tr>
<tr class="eq"><td class="ln">100</td><td class="code"> virtual boolean ValidInput(SClass_ID scid, Class_ID cid)=0;//the objects it supports</td><td class="ln">100</td><td class="code"> virtual boolean ValidInput(SClass_ID scid, Class_ID cid)=0;//the objects it supports</td></tr>
<tr class="eq"><td class="ln">101</td><td class="code"> virtual OsnapMarker *GetMarker(int index)=0; // single object might contain subsnaps</td><td class="ln">101</td><td class="code"> virtual OsnapMarker *GetMarker(int index)=0; // single object might contain subsnaps</td></tr>
<tr class="eq"><td class="ln">102</td><td class="code"> virtual WORD HiliteMode(){return HILITE_NORMAL;}</td><td class="ln">102</td><td class="code"> virtual WORD HiliteMode(){return HILITE_NORMAL;}</td></tr>
<tr><td colspan="4" class="hunk">... 25 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">128</td><td class="code"></td><td class="ln">128</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">129</td><td class="code"></td><td class="ln">129</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">130</td><td class="code">#endif // _OSNAP_H_</td><td class="ln">130</td><td class="code">#endif // _OSNAP_H_</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Libraries/Adept/VideoRenderer.cpp</h2>
<div class="summary">+8 -8 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">//===========================================================================//</td><td class="ln">1</td><td class="code">//===========================================================================//</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">// File: videorenderer.cpp //</td><td class="ln">2</td><td class="code">// File: videorenderer.cpp //</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">// Project: MUNGA Brick: Video Renderer //</td><td class="ln">3</td><td class="code">// Project: MUNGA Brick: Video Renderer //</td></tr>
<tr><td colspan="4" class="hunk">... 205 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">209</td><td class="code"> Renderer::SetRendererStatus(status);</td><td class="ln">209</td><td class="code"> Renderer::SetRendererStatus(status);</td></tr>
<tr class="eq"><td class="ln">210</td><td class="code">}</td><td class="ln">210</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">211</td><td class="code"></td><td class="ln">211</td><td class="code"></td></tr>
<tr><td class="ln del">212</td><td class="del code">//상훈짱 begin</td><td class="ln add">212</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">213</td><td class="code">#include &lt;ddraw.h&gt;</td><td class="ln">213</td><td class="code">#include &lt;ddraw.h&gt;</td></tr>
<tr class="eq"><td class="ln">214</td><td class="code">#include &lt;d3d.h&gt;</td><td class="ln">214</td><td class="code">#include &lt;d3d.h&gt;</td></tr>
<tr class="eq"><td class="ln">215</td><td class="code"></td><td class="ln">215</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">216</td><td class="code">#include &quot;GameOS\render.hpp&quot;</td><td class="ln">216</td><td class="code">#include &quot;GameOS\render.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">217</td><td class="code">extern IDirectDrawSurface7* SH_TargetBufferSurface;</td><td class="ln">217</td><td class="code">extern IDirectDrawSurface7* SH_TargetBufferSurface;</td></tr>
<tr class="eq"><td class="ln">218</td><td class="code">extern IDirect3DDevice7* d3dDevice7;</td><td class="ln">218</td><td class="code">extern IDirect3DDevice7* d3dDevice7;</td></tr>
<tr><td class="ln del">219</td><td class="del code">//상훈짱 end</td><td class="ln add">219</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">220</td><td class="code"></td><td class="ln">220</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">221</td><td class="code"></td><td class="ln">221</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">222</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td><td class="ln">222</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td></tr>
<tr><td colspan="4" class="hunk">... 28 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">251</td><td class="code"> SortedChainIteratorOf&lt;CameraComponent *, int&gt; camera_iterator(&amp;secondaryCameras);</td><td class="ln">251</td><td class="code"> SortedChainIteratorOf&lt;CameraComponent *, int&gt; camera_iterator(&amp;secondaryCameras);</td></tr>
<tr class="eq"><td class="ln">252</td><td class="code"> CameraComponent *camera;</td><td class="ln">252</td><td class="code"> CameraComponent *camera;</td></tr>
<tr class="eq"><td class="ln">253</td><td class="code"></td><td class="ln">253</td><td class="code"></td></tr>
<tr><td class="ln del">254</td><td class="del code"> //상훈 앞</td><td class="ln add">254</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">255</td><td class="code"> if(hsh_initialized){</td><td class="ln">255</td><td class="code"> if(hsh_initialized){</td></tr>
<tr class="eq"><td class="ln">256</td><td class="code"> if((camera = camera_iterator.ReadAndNext()) != NULL)</td><td class="ln">256</td><td class="code"> if((camera = camera_iterator.ReadAndNext()) != NULL)</td></tr>
<tr class="eq"><td class="ln">257</td><td class="code"> {</td><td class="ln">257</td><td class="code"> {</td></tr>
<tr><td colspan="4" class="hunk">... 71 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">329</td><td class="code"> }</td><td class="ln">329</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">330</td><td class="code"> }</td><td class="ln">330</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">331</td><td class="code"> }</td><td class="ln">331</td><td class="code"> }</td></tr>
<tr><td class="ln del">332</td><td class="del code"> //상훈 뒤</td><td class="ln add">332</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">333</td><td class="code"></td><td class="ln">333</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">334</td><td class="code"> sceneCamera-&gt;Execute();</td><td class="ln">334</td><td class="code"> sceneCamera-&gt;Execute();</td></tr>
<tr class="eq"><td class="ln">335</td><td class="code"></td><td class="ln">335</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 17 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">353</td><td class="code"> }</td><td class="ln">353</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">354</td><td class="code"> }</td><td class="ln">354</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">355</td><td class="code"> }</td><td class="ln">355</td><td class="code"> }</td></tr>
<tr><td class="ln del">356</td><td class="del code"> //상훈 앞</td><td class="ln add">356</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">357</td><td class="code">#if 1</td><td class="ln">357</td><td class="code">#if 1</td></tr>
<tr><td class="ln del">358</td><td class="del code"> //여기에 swirling effect를 그린다.</td><td class="ln add">358</td><td class="add code"> //Draw swirling effect here.</td></tr>
<tr class="eq"><td class="ln">359</td><td class="code"> extern LPDIRECT3DDEVICE7 d3dDevice7;</td><td class="ln">359</td><td class="code"> extern LPDIRECT3DDEVICE7 d3dDevice7;</td></tr>
<tr class="eq"><td class="ln">360</td><td class="code"></td><td class="ln">360</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">361</td><td class="code"> extern IDirectDrawSurface7* SH_SwirlTexture;</td><td class="ln">361</td><td class="code"> extern IDirectDrawSurface7* SH_SwirlTexture;</td></tr>
<tr><td colspan="4" class="hunk">... 7 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">369</td><td class="code"> preload_isdeathmode=true;</td><td class="ln">369</td><td class="code"> preload_isdeathmode=true;</td></tr>
<tr class="eq"><td class="ln">370</td><td class="code"> }</td><td class="ln">370</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">371</td><td class="code">#endif</td><td class="ln">371</td><td class="code">#endif</td></tr>
<tr><td class="ln del">372</td><td class="del code"> //상훈 뒤</td><td class="ln add">372</td><td class="add code"> //sanghoon end</td></tr>
<tr><td class="ln del">373</td><td class="del code">//상훈.. end</td><td class="ln add">373</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">374</td><td class="code">}</td><td class="ln">374</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">375</td><td class="code"></td><td class="ln">375</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">376</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td><td class="ln">376</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td></tr>
<tr><td colspan="4" class="hunk">... 446 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">823</td><td class="code">{</td><td class="ln">823</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">824</td><td class="code"> Verify(IsDerivedFrom(DefaultData));</td><td class="ln">824</td><td class="code"> Verify(IsDerivedFrom(DefaultData));</td></tr>
<tr class="eq"><td class="ln">825</td><td class="code">}</td><td class="ln">825</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Libraries/Adept/ctcl.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__CTCL_H__)</td><td class="ln">1</td><td class="code">#if !defined(__CTCL_H__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __CTCL_H__</td><td class="ln">2</td><td class="code">#define __CTCL_H__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 38 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">42</td><td class="code"> const char* m_pcsz;</td><td class="ln">42</td><td class="code"> const char* m_pcsz;</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code"></td><td class="ln">43</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">44</td><td class="code"> int m_nLauncherConnection; // 0: no connection, +1: connection, -1: connecting</td><td class="ln">44</td><td class="code"> int m_nLauncherConnection; // 0: no connection, +1: connection, -1: connecting</td></tr>
<tr><td class="ln del">45</td><td class="del code"> int m_nConnection2; // m_bCameraShip값에 따라 게임 혹은 카메라 쉽과의 접속을 의미, 0: no connection, +1: connection, -1: connecting</td><td class="ln add">45</td><td class="add code"> int m_nConnection2; // Connection to game or camera ship per m_bCameraShip, 0: no connection, +1: connected, -1: connecting</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code"> int m_nApplType;</td><td class="ln">46</td><td class="code"> int m_nApplType;</td></tr>
<tr class="eq"><td class="ln">47</td><td class="code"> int m_nApplState;</td><td class="ln">47</td><td class="code"> int m_nApplState;</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code"> int m_nGameState;</td><td class="ln">48</td><td class="code"> int m_nGameState;</td></tr>
<tr><td colspan="4" class="hunk">... 123 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">172</td><td class="code">} // end of extern &quot;C&quot;</td><td class="ln">172</td><td class="code">} // end of extern &quot;C&quot;</td></tr>
<tr class="eq"><td class="ln">173</td><td class="code"></td><td class="ln">173</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">174</td><td class="code">#endif // !defined(__CTCL_H__)</td><td class="ln">174</td><td class="code">#endif // !defined(__CTCL_H__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Libraries/elementrenderer/CameraElement.cpp</h2>
<div class="summary">+7 -7 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;ElementRendererHeaders.hpp&quot;</td><td class="ln">1</td><td class="code">#include &quot;ElementRendererHeaders.hpp&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &lt;MLR\MLRFootstep.hpp&gt;</td><td class="ln">2</td><td class="code">#include &lt;MLR\MLRFootstep.hpp&gt;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &lt;MLR\MLRSortByOrder.hpp&gt;</td><td class="ln">3</td><td class="code">#include &lt;MLR\MLRSortByOrder.hpp&gt;</td></tr>
<tr><td colspan="4" class="hunk">... 212 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">216</td><td class="code"></td><td class="ln">216</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">217</td><td class="code"> m_acceptingElement = NULL;</td><td class="ln">217</td><td class="code"> m_acceptingElement = NULL;</td></tr>
<tr class="eq"><td class="ln">218</td><td class="code"></td><td class="ln">218</td><td class="code"></td></tr>
<tr><td class="ln del">219</td><td class="del code"> //상훈 앞</td><td class="ln add">219</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">220</td><td class="code"> m_hsh_special_flag=false;</td><td class="ln">220</td><td class="code"> m_hsh_special_flag=false;</td></tr>
<tr><td class="ln del">221</td><td class="del code"> //상훈 뒤</td><td class="ln add">221</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">222</td><td class="code">}</td><td class="ln">222</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">223</td><td class="code"></td><td class="ln">223</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">224</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td><td class="ln">224</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td></tr>
<tr><td colspan="4" class="hunk">... 227 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">452</td><td class="code"> return (camera != this) ? -1 : 0;</td><td class="ln">452</td><td class="code"> return (camera != this) ? -1 : 0;</td></tr>
<tr class="eq"><td class="ln">453</td><td class="code">}</td><td class="ln">453</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">454</td><td class="code"></td><td class="ln">454</td><td class="code"></td></tr>
<tr><td class="ln del">455</td><td class="del code">//상훈 앞</td><td class="ln add">455</td><td class="add code">//sanghoon begin</td></tr>
<tr class="eq"><td class="ln">456</td><td class="code">void __cdecl ClearTargetCameraBackBuffer();</td><td class="ln">456</td><td class="code">void __cdecl ClearTargetCameraBackBuffer();</td></tr>
<tr><td class="ln del">457</td><td class="del code">//상훈 뒤</td><td class="ln add">457</td><td class="add code">//sanghoon end</td></tr>
<tr class="eq"><td class="ln">458</td><td class="code"></td><td class="ln">458</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">459</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td><td class="ln">459</td><td class="code">//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~</td></tr>
<tr class="eq"><td class="ln">460</td><td class="code">//</td><td class="ln">460</td><td class="code">//</td></tr>
<tr><td colspan="4" class="hunk">... 85 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">546</td><td class="code"> //-----------------------------------------</td><td class="ln">546</td><td class="code"> //-----------------------------------------</td></tr>
<tr class="eq"><td class="ln">547</td><td class="code"> //</td><td class="ln">547</td><td class="code"> //</td></tr>
<tr class="eq"><td class="ln">548</td><td class="code"></td><td class="ln">548</td><td class="code"></td></tr>
<tr><td class="ln del">549</td><td class="del code"> //상훈 앞</td><td class="ln add">549</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">550</td><td class="code"> if(m_hsh_special_flag){</td><td class="ln">550</td><td class="code"> if(m_hsh_special_flag){</td></tr>
<tr class="eq"><td class="ln">551</td><td class="code"> ClearTargetCameraBackBuffer();</td><td class="ln">551</td><td class="code"> ClearTargetCameraBackBuffer();</td></tr>
<tr class="eq"><td class="ln">552</td><td class="code"> }</td><td class="ln">552</td><td class="code"> }</td></tr>
<tr><td class="ln del">553</td><td class="del code"> //상훈 뒤</td><td class="ln add">553</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">554</td><td class="code"></td><td class="ln">554</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">555</td><td class="code"> m_clipper-&gt;StartDraw(</td><td class="ln">555</td><td class="code"> m_clipper-&gt;StartDraw(</td></tr>
<tr class="eq"><td class="ln">556</td><td class="code"> m_localToWorld,</td><td class="ln">556</td><td class="code"> m_localToWorld,</td></tr>
<tr><td colspan="4" class="hunk">... 75 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">632</td><td class="code"> {</td><td class="ln">632</td><td class="code"> {</td></tr>
<tr class="eq"><td class="ln">633</td><td class="code"> ELEMENT_RENDER(&quot;Rasterizing&quot;);</td><td class="ln">633</td><td class="code"> ELEMENT_RENDER(&quot;Rasterizing&quot;);</td></tr>
<tr class="eq"><td class="ln">634</td><td class="code"> Start_Timer(Render);</td><td class="ln">634</td><td class="code"> Start_Timer(Render);</td></tr>
<tr><td class="ln del">635</td><td class="del code">//상훈</td><td class="ln add">635</td><td class="add code">//sanghoon</td></tr>
<tr class="eq"><td class="ln">636</td><td class="code">extern bool sh_isdeathmode;</td><td class="ln">636</td><td class="code">extern bool sh_isdeathmode;</td></tr>
<tr class="eq"><td class="ln">637</td><td class="code"> if(!sh_isdeathmode)</td><td class="ln">637</td><td class="code"> if(!sh_isdeathmode)</td></tr>
<tr class="eq"><td class="ln">638</td><td class="code"> m_clipper-&gt;RenderNow();</td><td class="ln">638</td><td class="code"> m_clipper-&gt;RenderNow();</td></tr>
<tr><td colspan="4" class="hunk">... 295 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">934</td><td class="code"></td><td class="ln">934</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">935</td><td class="code"> return NULL;</td><td class="ln">935</td><td class="code"> return NULL;</td></tr>
<tr class="eq"><td class="ln">936</td><td class="code">}</td><td class="ln">936</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Libraries/elementrenderer/CameraElement.hpp</h2>
<div class="summary">+2 -2 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#pragma once</td><td class="ln">1</td><td class="code">#pragma once</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;ElementRenderer.hpp&quot;</td><td class="ln">3</td><td class="code">#include &quot;ElementRenderer.hpp&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 279 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">283</td><td class="code"> m_viewPortBottom;</td><td class="ln">283</td><td class="code"> m_viewPortBottom;</td></tr>
<tr class="eq"><td class="ln">284</td><td class="code"> Stuff::RGBAColor m_tintColor;</td><td class="ln">284</td><td class="code"> Stuff::RGBAColor m_tintColor;</td></tr>
<tr class="eq"><td class="ln">285</td><td class="code"> bool m_useTintColor;</td><td class="ln">285</td><td class="code"> bool m_useTintColor;</td></tr>
<tr><td class="ln del">286</td><td class="del code"> //상훈 앞</td><td class="ln add">286</td><td class="add code"> //sanghoon begin</td></tr>
<tr class="eq"><td class="ln">287</td><td class="code"> public:</td><td class="ln">287</td><td class="code"> public:</td></tr>
<tr class="eq"><td class="ln">288</td><td class="code"> bool m_hsh_special_flag;</td><td class="ln">288</td><td class="code"> bool m_hsh_special_flag;</td></tr>
<tr class="eq"><td class="ln">289</td><td class="code"> void SetHSHSpecialFlag(bool new_flag){</td><td class="ln">289</td><td class="code"> void SetHSHSpecialFlag(bool new_flag){</td></tr>
<tr class="eq"><td class="ln">290</td><td class="code"> m_hsh_special_flag=new_flag;</td><td class="ln">290</td><td class="code"> m_hsh_special_flag=new_flag;</td></tr>
<tr class="eq"><td class="ln">291</td><td class="code"> }</td><td class="ln">291</td><td class="code"> }</td></tr>
<tr><td class="ln del">292</td><td class="del code"> //상훈 뒤</td><td class="ln add">292</td><td class="add code"> //sanghoon end</td></tr>
<tr class="eq"><td class="ln">293</td><td class="code"> };</td><td class="ln">293</td><td class="code"> };</td></tr>
<tr class="eq"><td class="ln">294</td><td class="code"></td><td class="ln">294</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">295</td><td class="code">}</td><td class="ln">295</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Tools/AnimScript/Cstr.cpp</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#define __INTERNAL__</td><td class="ln">1</td><td class="code">#define __INTERNAL__</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">2</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &quot;malloc.h&quot;</td><td class="ln">3</td><td class="code">#include &quot;malloc.h&quot;</td></tr>
<tr><td colspan="4" class="hunk">... 1073 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1077</td><td class="code"> int nTotalLength;</td><td class="ln">1077</td><td class="code"> int nTotalLength;</td></tr>
<tr class="eq"><td class="ln">1078</td><td class="code"> int i, nSize = GetSize();</td><td class="ln">1078</td><td class="code"> int i, nSize = GetSize();</td></tr>
<tr class="eq"><td class="ln">1079</td><td class="code"></td><td class="ln">1079</td><td class="code"></td></tr>
<tr><td class="ln del">1080</td><td class="del code"> nTotalLength = nSize; // nSize개의 &#x27;\0&#x27;</td><td class="ln add">1080</td><td class="add code"> nTotalLength = nSize; // nSize null terminators &#x27;\0&#x27;</td></tr>
<tr class="eq"><td class="ln">1081</td><td class="code"> for(i = 0; i &lt; nSize; i++) {</td><td class="ln">1081</td><td class="code"> for(i = 0; i &lt; nSize; i++) {</td></tr>
<tr class="eq"><td class="ln">1082</td><td class="code"> nTotalLength += strlen(GetAt(i));</td><td class="ln">1082</td><td class="code"> nTotalLength += strlen(GetAt(i));</td></tr>
<tr class="eq"><td class="ln">1083</td><td class="code"> }</td><td class="ln">1083</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 208 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1292</td><td class="code"> }</td><td class="ln">1292</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1293</td><td class="code">}</td><td class="ln">1293</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1294</td><td class="code">#endif // _DEBUG</td><td class="ln">1294</td><td class="code">#endif // _DEBUG</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Tools/AnimScript/ctcl.cpp</h2>
<div class="summary">+26 -26 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">// ctcl.cpp : Defines the entry point for the DLL application.</td><td class="ln">1</td><td class="code">// ctcl.cpp : Defines the entry point for the DLL application.</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">//</td><td class="ln">2</td><td class="code">//</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 513 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">517</td><td class="code"> BYTE bCode;</td><td class="ln">517</td><td class="code"> BYTE bCode;</td></tr>
<tr class="eq"><td class="ln">518</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td><td class="ln">518</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td></tr>
<tr class="eq"><td class="ln">519</td><td class="code"> ASSERT((bCode == 0) || (bCode == 3));</td><td class="ln">519</td><td class="code"> ASSERT((bCode == 0) || (bCode == 3));</td></tr>
<tr><td class="ln del">520</td><td class="del code"> // 받아가시오 from Game to console...</td><td class="ln add">520</td><td class="add code"> // Receiving from Game to console...</td></tr>
<tr class="eq"><td class="ln">521</td><td class="code"> SYSTEMTIME* pSysTime;</td><td class="ln">521</td><td class="code"> SYSTEMTIME* pSysTime;</td></tr>
<tr class="eq"><td class="ln">522</td><td class="code"> WORD wSysTimeSize;</td><td class="ln">522</td><td class="code"> WORD wSysTimeSize;</td></tr>
<tr class="eq"><td class="ln">523</td><td class="code"> GUID* pGUID;</td><td class="ln">523</td><td class="code"> GUID* pGUID;</td></tr>
<tr><td colspan="4" class="hunk">... 9 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">533</td><td class="code"> pSF = g_pCTCLManager-&gt;m_SFM_Recv.Find(*pGUID, nType);</td><td class="ln">533</td><td class="code"> pSF = g_pCTCLManager-&gt;m_SFM_Recv.Find(*pGUID, nType);</td></tr>
<tr class="eq"><td class="ln">534</td><td class="code"> if (pSF) {</td><td class="ln">534</td><td class="code"> if (pSF) {</td></tr>
<tr class="eq"><td class="ln">535</td><td class="code"> if (bCode == 3) {</td><td class="ln">535</td><td class="code"> if (bCode == 3) {</td></tr>
<tr><td class="ln del">536</td><td class="del code"> // 미션리뷰 서버가 mission review 받았다는 것을 받았느냐?</td><td class="ln add">536</td><td class="add code"> // Did we receive confirmation the mission review server got the mission review?</td></tr>
<tr class="eq"><td class="ln">537</td><td class="code"> pSF-&gt;m_bProcessed = true;</td><td class="ln">537</td><td class="code"> pSF-&gt;m_bProcessed = true;</td></tr>
<tr class="eq"><td class="ln">538</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Recv.Cut(pSF);</td><td class="ln">538</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Recv.Cut(pSF);</td></tr>
<tr class="eq"><td class="ln">539</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Done.AddTail(pSF);</td><td class="ln">539</td><td class="code"> g_pCTCLManager-&gt;m_SFM_Done.AddTail(pSF);</td></tr>
<tr><td colspan="4" class="hunk">... 370 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">910</td><td class="code"> BYTE bCode;</td><td class="ln">910</td><td class="code"> BYTE bCode;</td></tr>
<tr class="eq"><td class="ln">911</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td><td class="ln">911</td><td class="code"> if (Disassemble(&quot;B&quot;, &amp;bCode)) {</td></tr>
<tr class="eq"><td class="ln">912</td><td class="code"> ASSERT((bCode == 1) || (bCode == 2));</td><td class="ln">912</td><td class="code"> ASSERT((bCode == 1) || (bCode == 2));</td></tr>
<tr><td class="ln del">913</td><td class="del code"> // 받았오 from console to Game...</td><td class="ln add">913</td><td class="add code"> // Received from console to Game...</td></tr>
<tr class="eq"><td class="ln">914</td><td class="code"> SYSTEMTIME* pSysTime;</td><td class="ln">914</td><td class="code"> SYSTEMTIME* pSysTime;</td></tr>
<tr class="eq"><td class="ln">915</td><td class="code"> WORD wSysTimeSize;</td><td class="ln">915</td><td class="code"> WORD wSysTimeSize;</td></tr>
<tr class="eq"><td class="ln">916</td><td class="code"> GUID* pGUID;</td><td class="ln">916</td><td class="code"> GUID* pGUID;</td></tr>
<tr><td colspan="4" class="hunk">... 521 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1438</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td><td class="ln">1438</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td></tr>
<tr class="eq"><td class="ln">1439</td><td class="code"> } else {</td><td class="ln">1439</td><td class="code"> } else {</td></tr>
<tr class="eq"><td class="ln">1440</td><td class="code"> /*</td><td class="ln">1440</td><td class="code"> /*</td></tr>
<tr><td class="ln del">1441</td><td class="del code"> 클라이언트나 서버의 경우 실행되는 코드이다.</td><td class="ln add">1441</td><td class="add code"> Code executed for both client and server.</td></tr>
<tr><td class="ln del">1442</td><td class="del code"></td><td class="ln add">1442</td><td class="add code"></td></tr>
<tr><td class="ln del">1443</td><td class="del code"> *있을수 있는 상태들</td><td class="ln add">1443</td><td class="add code"> *Possible states:</td></tr>
<tr><td class="ln del">1444</td><td class="del code"> 서버/클라이언트가 결정되기전.. 명령 대기상태</td><td class="ln add">1444</td><td class="add code"> Before server/client role is determined: waiting for commands</td></tr>
<tr><td class="ln del">1445</td><td class="del code"> (종료/서버시작/클라이언트 시작등의 명령이 올수 있다.)</td><td class="ln add">1445</td><td class="add code"> (Commands such as exit/start-server/start-client may arrive.)</td></tr>
<tr><td class="ln del">1446</td><td class="del code"></td><td class="ln add">1446</td><td class="add code"></td></tr>
<tr><td class="ln del">1447</td><td class="del code"> 서버로 실행되어 서버 메크 설정에 대한 데이타를 기다리는 상태</td><td class="ln add">1447</td><td class="add code"> Running as server, waiting for server mech configuration data</td></tr>
<tr><td class="ln del">1448</td><td class="del code"> (CreateSession가 실행된 상태이다.)</td><td class="ln add">1448</td><td class="add code"> (State after CreateSession has been called.)</td></tr>
<tr><td class="ln del">1449</td><td class="del code"> 서버로 실행되어 Bot들에 대한 정보를 기다리는 상태</td><td class="ln add">1449</td><td class="add code"> Running as server, waiting for Bot information</td></tr>
<tr><td class="ln del">1450</td><td class="del code"> (클라이언트의 참여는 클라이언트와 서버간에 자동으로 이루어진다.)</td><td class="ln add">1450</td><td class="add code"> (Client joining happens automatically between client and server.)</td></tr>
<tr><td class="ln del">1451</td><td class="del code"> 서버로 실행되어 Launch를 기다리는 상태</td><td class="ln add">1451</td><td class="add code"> Running as server, waiting for Launch</td></tr>
<tr><td class="ln del">1452</td><td class="del code"></td><td class="ln add">1452</td><td class="add code"></td></tr>
<tr><td class="ln del">1453</td><td class="del code"> ==&gt;클라이언트는 실행즉시 데이타들이 전달되므로 대기상태가 없다.</td><td class="ln add">1453</td><td class="add code"> ==&gt;Client has no waiting state as data is transferred immediately on startup.</td></tr>
<tr><td class="ln del">1454</td><td class="del code"></td><td class="ln add">1454</td><td class="add code"></td></tr>
<tr><td class="ln del">1455</td><td class="del code"> ==&gt;각각의 상태를 정의하고 각 상태에 맞는 처리를 해주면 된다.</td><td class="ln add">1455</td><td class="add code"> ==&gt;Define each state and implement the appropriate handling for each.</td></tr>
<tr class="eq"><td class="ln">1456</td><td class="code"> switch(state){</td><td class="ln">1456</td><td class="code"> switch(state){</td></tr>
<tr class="eq"><td class="ln">1457</td><td class="code"> }</td><td class="ln">1457</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1458</td><td class="code"> */</td><td class="ln">1458</td><td class="code"> */</td></tr>
<tr><td colspan="4" class="hunk">... 75 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1534</td><td class="code"> }</td><td class="ln">1534</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1535</td><td class="code"> break;</td><td class="ln">1535</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">1536</td><td class="code"> case 1:</td><td class="ln">1536</td><td class="code"> case 1:</td></tr>
<tr><td class="ln del">1537</td><td class="del code"> //서버/클라이언트로서 실행준비하도록 명령을 전달한다.</td><td class="ln add">1537</td><td class="add code"> //Send command to prepare for execution as server/client.</td></tr>
<tr><td class="ln del">1538</td><td class="del code"> //또한 서버를 실행하는데 필요한 모든 파라미터도 함께 전달한다.</td><td class="ln add">1538</td><td class="add code"> //Also transmit all parameters required to run the server.</td></tr>
<tr class="eq"><td class="ln">1539</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td><td class="ln">1539</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td></tr>
<tr class="eq"><td class="ln">1540</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td><td class="ln">1540</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td></tr>
<tr class="eq"><td class="ln">1541</td><td class="code"> if (!pi.m_bBot) {</td><td class="ln">1541</td><td class="code"> if (!pi.m_bBot) {</td></tr>
<tr><td colspan="4" class="hunk">... 20 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1562</td><td class="code"> }</td><td class="ln">1562</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1563</td><td class="code"> }</td><td class="ln">1563</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1564</td><td class="code"> if (i == g_nPlayerInfos) {</td><td class="ln">1564</td><td class="code"> if (i == g_nPlayerInfos) {</td></tr>
<tr><td class="ln del">1565</td><td class="del code"> // Bot들에 대한 정보를 모두 한데 묶어서 보낸다.</td><td class="ln add">1565</td><td class="add code"> // Bundle and send all Bot information together.</td></tr>
<tr class="eq"><td class="ln">1566</td><td class="code"> CPacket pak(&amp;SVR.GetGameSOC());</td><td class="ln">1566</td><td class="code"> CPacket pak(&amp;SVR.GetGameSOC());</td></tr>
<tr class="eq"><td class="ln">1567</td><td class="code"></td><td class="ln">1567</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1568</td><td class="code"> pak.Assemble(&quot;B&quot;, C_BOTS);</td><td class="ln">1568</td><td class="code"> pak.Assemble(&quot;B&quot;, C_BOTS);</td></tr>
<tr class="eq"><td class="ln">1569</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td><td class="ln">1569</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td></tr>
<tr><td class="ln del">1570</td><td class="del code"> if (i != g_nServer) { // 원래 Bot만 지금은 서버를 제외한 전부...</td><td class="ln add">1570</td><td class="add code"> if (i != g_nServer) { // Originally bots only; now everyone except the server...</td></tr>
<tr class="eq"><td class="ln">1571</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td><td class="ln">1571</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td></tr>
<tr class="eq"><td class="ln">1572</td><td class="code"> pak.Assemble(&quot;BnsDWwsnn&quot;, 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);</td><td class="ln">1572</td><td class="code"> pak.Assemble(&quot;BnsDWwsnn&quot;, 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);</td></tr>
<tr class="eq"><td class="ln">1573</td><td class="code"> }</td><td class="ln">1573</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 4 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1578</td><td class="code"> }</td><td class="ln">1578</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1579</td><td class="code"> break;</td><td class="ln">1579</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">1580</td><td class="code"> case 4:</td><td class="ln">1580</td><td class="code"> case 4:</td></tr>
<tr><td class="ln del">1581</td><td class="del code"> // 게임이 성공적으로 만들어지면 서버와 클라이언트들의 Mech에 대한 정보들을 Set한다...</td><td class="ln add">1581</td><td class="add code"> // Once the game is successfully created, set Mech info for server and all clients...</td></tr>
<tr class="eq"><td class="ln">1582</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkCreateSession) {</td><td class="ln">1582</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkCreateSession) {</td></tr>
<tr class="eq"><td class="ln">1583</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td><td class="ln">1583</td><td class="code"> for(i = 0; i &lt; g_nPlayerInfos; i++) {</td></tr>
<tr><td class="ln del">1584</td><td class="del code"> if (i != g_nServer) { // 서버는 이미 SetMech에 진입한 상태...</td><td class="ln add">1584</td><td class="add code"> if (i != g_nServer) { // Server has already entered SetMech...</td></tr>
<tr class="eq"><td class="ln">1585</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td><td class="ln">1585</td><td class="code"> SPlayerInfo&amp; pi = g_aPlayerInfos[i];</td></tr>
<tr class="eq"><td class="ln">1586</td><td class="code"> if (!pi.m_bBot) {</td><td class="ln">1586</td><td class="code"> if (!pi.m_bBot) {</td></tr>
<tr class="eq"><td class="ln">1587</td><td class="code"> CTeslaInfo&amp; ti = m_aTIs.GetAt(pi.m_nLevelOrTesla);</td><td class="ln">1587</td><td class="code"> CTeslaInfo&amp; ti = m_aTIs.GetAt(pi.m_nLevelOrTesla);</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1594</td><td class="code"> }</td><td class="ln">1594</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">1595</td><td class="code"> break;</td><td class="ln">1595</td><td class="code"> break;</td></tr>
<tr class="eq"><td class="ln">1596</td><td class="code"> case 6:</td><td class="ln">1596</td><td class="code"> case 6:</td></tr>
<tr><td class="ln del">1597</td><td class="del code"> //모든 클라이언드들이 서버에 참여하기를 기다린다.&lt;==이 응답은 서버로 부터 얻을 수 있다.</td><td class="ln add">1597</td><td class="add code"> //Wait for all clients to join the server. &lt;==This response comes from the server.</td></tr>
<tr><td class="ln del">1598</td><td class="del code"> //참여가 모두 끝났으면, 서버로 하여금 게임을 Launch시키도록 한다.</td><td class="ln add">1598</td><td class="add code"> //Once all clients have joined, instruct the server to Launch the game.</td></tr>
<tr class="eq"><td class="ln">1599</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkLaunchReady) {</td><td class="ln">1599</td><td class="code"> if (SOCGame.m_nGameReturn == _EGR_OkLaunchReady) {</td></tr>
<tr class="eq"><td class="ln">1600</td><td class="code"> g_nMech4Comm = 9;</td><td class="ln">1600</td><td class="code"> g_nMech4Comm = 9;</td></tr>
<tr class="eq"><td class="ln">1601</td><td class="code"> }</td><td class="ln">1601</td><td class="code"> }</td></tr>
<tr><td colspan="4" class="hunk">... 385 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1987</td><td class="code">}</td><td class="ln">1987</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">1988</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td><td class="ln">1988</td><td class="code">#endif // !defined(CTCL_LAUNCHER)</td></tr>
<tr class="eq"><td class="ln">1989</td><td class="code">#endif // !defined(CTCLS_EXPORTS)</td><td class="ln">1989</td><td class="code">#endif // !defined(CTCLS_EXPORTS)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Tools/AnimScript/ctcl.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__CTCL_H__)</td><td class="ln">1</td><td class="code">#if !defined(__CTCL_H__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __CTCL_H__</td><td class="ln">2</td><td class="code">#define __CTCL_H__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 38 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">42</td><td class="code"> const char* m_pcsz;</td><td class="ln">42</td><td class="code"> const char* m_pcsz;</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code"></td><td class="ln">43</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">44</td><td class="code"> int m_nLauncherConnection; // 0: no connection, +1: connection, -1: connecting</td><td class="ln">44</td><td class="code"> int m_nLauncherConnection; // 0: no connection, +1: connection, -1: connecting</td></tr>
<tr><td class="ln del">45</td><td class="del code"> int m_nConnection2; // m_bCameraShip값에 따라 게임 혹은 카메라 쉽과의 접속을 의미, 0: no connection, +1: connection, -1: connecting</td><td class="ln add">45</td><td class="add code"> int m_nConnection2; // Connection to game or camera ship per m_bCameraShip, 0: no connection, +1: connected, -1: connecting</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code"> int m_nApplType;</td><td class="ln">46</td><td class="code"> int m_nApplType;</td></tr>
<tr class="eq"><td class="ln">47</td><td class="code"> int m_nApplState;</td><td class="ln">47</td><td class="code"> int m_nApplState;</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code"> int m_nGameState;</td><td class="ln">48</td><td class="code"> int m_nGameState;</td></tr>
<tr><td colspan="4" class="hunk">... 123 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">172</td><td class="code">} // end of extern &quot;C&quot;</td><td class="ln">172</td><td class="code">} // end of extern &quot;C&quot;</td></tr>
<tr class="eq"><td class="ln">173</td><td class="code"></td><td class="ln">173</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">174</td><td class="code">#endif // !defined(__CTCL_H__)</td><td class="ln">174</td><td class="code">#endif // !defined(__CTCL_H__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Tools/AnimScript/ctime.cpp</h2>
<div class="summary">+4 -4 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#ifdef _DEBUG</td><td class="ln">3</td><td class="code">#ifdef _DEBUG</td></tr>
<tr><td colspan="4" class="hunk">... 40 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">44</td><td class="code"></td><td class="ln">44</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">45</td><td class="code">long GetTotalSeconds(int nYear, int nMonth, int nDay)</td><td class="ln">45</td><td class="code">long GetTotalSeconds(int nYear, int nMonth, int nDay)</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code">{</td><td class="ln">46</td><td class="code">{</td></tr>
<tr><td class="ln del">47</td><td class="del code"> // nYear, nMonth, nDay날의 0시 0분 0초를 0으로 한 초단위 수...</td><td class="ln add">47</td><td class="add code"> // Seconds elapsed since 00:00:00 on the date nYear/nMonth/nDay...</td></tr>
<tr class="eq"><td class="ln">48</td><td class="code"> ASSERT(nYear &gt;= 1970);</td><td class="ln">48</td><td class="code"> ASSERT(nYear &gt;= 1970);</td></tr>
<tr class="eq"><td class="ln">49</td><td class="code"> ASSERT((1 &lt;= nMonth) &amp;&amp; (nMonth &lt;= 12));</td><td class="ln">49</td><td class="code"> ASSERT((1 &lt;= nMonth) &amp;&amp; (nMonth &lt;= 12));</td></tr>
<tr class="eq"><td class="ln">50</td><td class="code"> ASSERT(1 &lt;= nDay);</td><td class="ln">50</td><td class="code"> ASSERT(1 &lt;= nDay);</td></tr>
<tr><td colspan="4" class="hunk">... 6 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">57</td><td class="code"> if (IsLeapYear(nStart)) {</td><td class="ln">57</td><td class="code"> if (IsLeapYear(nStart)) {</td></tr>
<tr class="eq"><td class="ln">58</td><td class="code"> nDays++;</td><td class="ln">58</td><td class="code"> nDays++;</td></tr>
<tr class="eq"><td class="ln">59</td><td class="code"> }</td><td class="ln">59</td><td class="code"> }</td></tr>
<tr><td class="ln del">60</td><td class="del code"> lTotal += nDays * 24 * 60 * 60; // 24시간 60분 60초</td><td class="ln add">60</td><td class="add code"> lTotal += nDays * 24 * 60 * 60; // 24 hours * 60 min * 60 sec</td></tr>
<tr class="eq"><td class="ln">61</td><td class="code"> }</td><td class="ln">61</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">62</td><td class="code"> for(nStart = 1; nStart &lt; nMonth; nStart++) {</td><td class="ln">62</td><td class="code"> for(nStart = 1; nStart &lt; nMonth; nStart++) {</td></tr>
<tr class="eq"><td class="ln">63</td><td class="code"> int nDayEnd = GetDayEnd(nYear, nStart);</td><td class="ln">63</td><td class="code"> int nDayEnd = GetDayEnd(nYear, nStart);</td></tr>
<tr><td class="ln del">64</td><td class="del code"> lTotal += nDayEnd * 24 * 60 * 60; // 24시간 60분 60초</td><td class="ln add">64</td><td class="add code"> lTotal += nDayEnd * 24 * 60 * 60; // 24 hours * 60 min * 60 sec</td></tr>
<tr class="eq"><td class="ln">65</td><td class="code"> }</td><td class="ln">65</td><td class="code"> }</td></tr>
<tr><td class="ln del">66</td><td class="del code"> lTotal += (nDay - 1) * 24 * 60 * 60; // 24시간 60분 60초</td><td class="ln add">66</td><td class="add code"> lTotal += (nDay - 1) * 24 * 60 * 60; // 24 hours * 60 min * 60 sec</td></tr>
<tr class="eq"><td class="ln">67</td><td class="code"></td><td class="ln">67</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">68</td><td class="code"> return lTotal;</td><td class="ln">68</td><td class="code"> return lTotal;</td></tr>
<tr class="eq"><td class="ln">69</td><td class="code">}</td><td class="ln">69</td><td class="code">}</td></tr>
<tr><td colspan="4" class="hunk">... 119 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">189</td><td class="code"> t = *localtime(&amp;m_lTime);</td><td class="ln">189</td><td class="code"> t = *localtime(&amp;m_lTime);</td></tr>
<tr class="eq"><td class="ln">190</td><td class="code">}</td><td class="ln">190</td><td class="code">}</td></tr>
<tr class="eq"><td class="ln">191</td><td class="code"></td><td class="ln">191</td><td class="code"></td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Tools/AnimScript/ctime.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__CTIME__)</td><td class="ln">1</td><td class="code">#if !defined(__CTIME__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __CTIME__</td><td class="ln">2</td><td class="code">#define __CTIME__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 12 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">16</td><td class="code">public:</td><td class="ln">16</td><td class="code">public:</td></tr>
<tr class="eq"><td class="ln">17</td><td class="code"> union {</td><td class="ln">17</td><td class="code"> union {</td></tr>
<tr class="eq"><td class="ln">18</td><td class="code"> struct {</td><td class="ln">18</td><td class="code"> struct {</td></tr>
<tr><td class="ln del">19</td><td class="del code"> // Bit Field는 앞쪽에 지정된 것이 LowBit이다.</td><td class="ln add">19</td><td class="add code"> // Bit Fields declared first are at the low-bit end.</td></tr>
<tr class="eq"><td class="ln">20</td><td class="code"> DWORD m_xDay: 5; // 2^0, 2^5-1</td><td class="ln">20</td><td class="code"> DWORD m_xDay: 5; // 2^0, 2^5-1</td></tr>
<tr class="eq"><td class="ln">21</td><td class="code"> DWORD m_xMonth: 4; // 2^5, 2^4-1</td><td class="ln">21</td><td class="code"> DWORD m_xMonth: 4; // 2^5, 2^4-1</td></tr>
<tr class="eq"><td class="ln">22</td><td class="code"> DWORD m_xYear: TIMEDATE_YEAR_BITS; // from 1900-2155 // 2^9, 2^8-1</td><td class="ln">22</td><td class="code"> DWORD m_xYear: TIMEDATE_YEAR_BITS; // from 1900-2155 // 2^9, 2^8-1</td></tr>
<tr><td colspan="4" class="hunk">... 30 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">53</td><td class="code">};</td><td class="ln">53</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">54</td><td class="code"></td><td class="ln">54</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">55</td><td class="code">#endif //!defined(__CTIME__)</td><td class="ln">55</td><td class="code">#endif //!defined(__CTIME__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Tools/AnimScript/mugSocs.cpp</h2>
<div class="summary">+2 -2 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td><td class="ln">1</td><td class="code">#include &quot;stdafx.h&quot;</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#include &lt;fcntl.h&gt;</td><td class="ln">2</td><td class="code">#include &lt;fcntl.h&gt;</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#include &lt;sys/types.h&gt;</td><td class="ln">3</td><td class="code">#include &lt;sys/types.h&gt;</td></tr>
<tr><td colspan="4" class="hunk">... 1371 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1375</td><td class="code">{</td><td class="ln">1375</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">1376</td><td class="code"> if (pcszAddr) {</td><td class="ln">1376</td><td class="code"> if (pcszAddr) {</td></tr>
<tr class="eq"><td class="ln">1377</td><td class="code"> sin_addr.s_addr = inet_addr(pcszAddr);</td><td class="ln">1377</td><td class="code"> sin_addr.s_addr = inet_addr(pcszAddr);</td></tr>
<tr><td class="ln del">1378</td><td class="del code"> if (sin_addr.s_addr == INADDR_ANY) { // 0.0.0.0이기 때문에 HOST/Network Addr무관</td><td class="ln add">1378</td><td class="add code"> if (sin_addr.s_addr == INADDR_ANY) { // 0.0.0.0, HOST/Network Addr irrelevant</td></tr>
<tr class="eq"><td class="ln">1379</td><td class="code"> hostent* pHN = gethostbyname(pcszAddr);</td><td class="ln">1379</td><td class="code"> hostent* pHN = gethostbyname(pcszAddr);</td></tr>
<tr class="eq"><td class="ln">1380</td><td class="code"> if (pHN) {</td><td class="ln">1380</td><td class="code"> if (pHN) {</td></tr>
<tr class="eq"><td class="ln">1381</td><td class="code"> sin_addr.s_addr = *(u_long*)pHN-&gt;h_addr;</td><td class="ln">1381</td><td class="code"> sin_addr.s_addr = *(u_long*)pHN-&gt;h_addr;</td></tr>
<tr><td colspan="4" class="hunk">... 2285 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">3667</td><td class="code"> pSOCListen = new CSOCListen(nPort);</td><td class="ln">3667</td><td class="code"> pSOCListen = new CSOCListen(nPort);</td></tr>
<tr class="eq"><td class="ln">3668</td><td class="code"> pSOCListen-&gt;SetCSCParam(pfnCSC, dwCSCParam1, dwCSCParam2);</td><td class="ln">3668</td><td class="code"> pSOCListen-&gt;SetCSCParam(pfnCSC, dwCSCParam1, dwCSCParam2);</td></tr>
<tr class="eq"><td class="ln">3669</td><td class="code"> if (!DoListen(pSOCListen, nPort)) {</td><td class="ln">3669</td><td class="code"> if (!DoListen(pSOCListen, nPort)) {</td></tr>
<tr><td class="ln del">3670</td><td class="del code"> // 같은 포트를 2번 Listen 하는 경우?...</td><td class="ln add">3670</td><td class="add code"> // Case of Listen on the same port twice?...</td></tr>
<tr class="eq"><td class="ln">3671</td><td class="code"> pSOCListen = NULL;</td><td class="ln">3671</td><td class="code"> pSOCListen = NULL;</td></tr>
<tr class="eq"><td class="ln">3672</td><td class="code"> }</td><td class="ln">3672</td><td class="code"> }</td></tr>
<tr class="eq"><td class="ln">3673</td><td class="code"></td><td class="ln">3673</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 472 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">4146</td><td class="code">{</td><td class="ln">4146</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">4147</td><td class="code"> return OnExceptions(pSOC, pSOC-&gt;GetExceptionCode(nErrorCode), bDropIfErrorOccur);</td><td class="ln">4147</td><td class="code"> return OnExceptions(pSOC, pSOC-&gt;GetExceptionCode(nErrorCode), bDropIfErrorOccur);</td></tr>
<tr class="eq"><td class="ln">4148</td><td class="code">}</td><td class="ln">4148</td><td class="code">}</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Tools/AnimScript/mugsocs.h</h2>
<div class="summary">+25 -25 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#if !defined(__MUGSOCS__)</td><td class="ln">1</td><td class="code">#if !defined(__MUGSOCS__)</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code">#define __MUGSOCS__</td><td class="ln">2</td><td class="code">#define __MUGSOCS__</td></tr>
<tr class="eq"><td class="ln">3</td><td class="code"></td><td class="ln">3</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 37 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">41</td><td class="code">#endif // !MAX_PACKET</td><td class="ln">41</td><td class="code">#endif // !MAX_PACKET</td></tr>
<tr class="eq"><td class="ln">42</td><td class="code">#ifndef MAX_FTPBUF</td><td class="ln">42</td><td class="code">#ifndef MAX_FTPBUF</td></tr>
<tr class="eq"><td class="ln">43</td><td class="code">#define MAX_FTPBUF 1024</td><td class="ln">43</td><td class="code">#define MAX_FTPBUF 1024</td></tr>
<tr><td class="ln del">44</td><td class="del code">// MAX_FTPBUF는 MAX_PACKET보다 반드시 작아야 한다?</td><td class="ln add">44</td><td class="add code">// MAX_FTPBUF must be smaller than MAX_PACKET?</td></tr>
<tr class="eq"><td class="ln">45</td><td class="code">// 9+size==sizeof(bCmd) + sizeof(FTID) + sizeof(size) + size</td><td class="ln">45</td><td class="code">// 9+size==sizeof(bCmd) + sizeof(FTID) + sizeof(size) + size</td></tr>
<tr class="eq"><td class="ln">46</td><td class="code">#endif // !MAX_FTPBUF</td><td class="ln">46</td><td class="code">#endif // !MAX_FTPBUF</td></tr>
<tr class="eq"><td class="ln">47</td><td class="code"></td><td class="ln">47</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 203 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">251</td><td class="code"></td><td class="ln">251</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">252</td><td class="code">#define ESTRF_USER_START 100</td><td class="ln">252</td><td class="code">#define ESTRF_USER_START 100</td></tr>
<tr class="eq"><td class="ln">253</td><td class="code"></td><td class="ln">253</td><td class="code"></td></tr>
<tr><td class="ln del">254</td><td class="del code">#define ESTRF_PASSWORDCHANGED 110 // 로그인하고 있는 동안에 패스워드가 바뀜</td><td class="ln add">254</td><td class="add code">#define ESTRF_PASSWORDCHANGED 110 // Password changed while logged in</td></tr>
<tr class="eq"><td class="ln">255</td><td class="code"></td><td class="ln">255</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">256</td><td class="code">void Randomize();</td><td class="ln">256</td><td class="code">void Randomize();</td></tr>
<tr class="eq"><td class="ln">257</td><td class="code"></td><td class="ln">257</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 10 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">268</td><td class="code"></td><td class="ln">268</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">269</td><td class="code">class CDAPacket : public SOCBase_Class</td><td class="ln">269</td><td class="code">class CDAPacket : public SOCBase_Class</td></tr>
<tr class="eq"><td class="ln">270</td><td class="code">{</td><td class="ln">270</td><td class="code">{</td></tr>
<tr><td class="ln del">271</td><td class="del code">// Packet의 앞 부분을 처리하고 난 뒷 부분의 가변 파라미터...</td><td class="ln add">271</td><td class="add code">// Variable parameters in the tail portion after processing the packet header...</td></tr>
<tr class="eq"><td class="ln">272</td><td class="code">public:</td><td class="ln">272</td><td class="code">public:</td></tr>
<tr class="eq"><td class="ln">273</td><td class="code"> BYTE m_bCmd;</td><td class="ln">273</td><td class="code"> BYTE m_bCmd;</td></tr>
<tr class="eq"><td class="ln">274</td><td class="code"> BYTE m_bReserved;</td><td class="ln">274</td><td class="code"> BYTE m_bReserved;</td></tr>
<tr><td colspan="4" class="hunk">... 86 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">361</td><td class="code">#define C_ROOM_MAKE 232</td><td class="ln">361</td><td class="code">#define C_ROOM_MAKE 232</td></tr>
<tr class="eq"><td class="ln">362</td><td class="code">// s - name, s - password</td><td class="ln">362</td><td class="code">// s - name, s - password</td></tr>
<tr class="eq"><td class="ln">363</td><td class="code">#define C_ROOM_JOIN 233</td><td class="ln">363</td><td class="code">#define C_ROOM_JOIN 233</td></tr>
<tr><td class="ln del">364</td><td class="del code">// d - number(Room을 떠나는 것은 -1), s - password</td><td class="ln add">364</td><td class="add code">// d - number (leaving a Room = -1), s - password</td></tr>
<tr><td class="ln del">365</td><td class="del code">#define S_ROOM_JOIN 233 // C_ROOM_MAKE/C_ROOM_JOIN의 결과...</td><td class="ln add">365</td><td class="add code">#define S_ROOM_JOIN 233 // Result of C_ROOM_MAKE/C_ROOM_JOIN...</td></tr>
<tr class="eq"><td class="ln">366</td><td class="code">// b - code(CSCODE_OK or error code), d - number</td><td class="ln">366</td><td class="code">// b - code(CSCODE_OK or error code), d - number</td></tr>
<tr class="eq"><td class="ln">367</td><td class="code">#define C_ROOM_UPDS 234 // CSCODE_... + @</td><td class="ln">367</td><td class="code">#define C_ROOM_UPDS 234 // CSCODE_... + @</td></tr>
<tr class="eq"><td class="ln">368</td><td class="code"></td><td class="ln">368</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 15 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">384</td><td class="code">#define S_FTP 254 //... see ftp.txt</td><td class="ln">384</td><td class="code">#define S_FTP 254 //... see ftp.txt</td></tr>
<tr class="eq"><td class="ln">385</td><td class="code">#define X_KEEPALIVE 255 // no parameters, should be ignored...</td><td class="ln">385</td><td class="code">#define X_KEEPALIVE 255 // no parameters, should be ignored...</td></tr>
<tr class="eq"><td class="ln">386</td><td class="code"></td><td class="ln">386</td><td class="code"></td></tr>
<tr><td class="ln del">387</td><td class="del code">#define TX_SYSTEM 0 // 시스템 메시지...</td><td class="ln add">387</td><td class="add code">#define TX_SYSTEM 0 // System message...</td></tr>
<tr><td class="ln del">388</td><td class="del code">#define TX_NORMAL 1 // 일반 채팅 텍스트</td><td class="ln add">388</td><td class="add code">#define TX_NORMAL 1 // Regular chat text</td></tr>
<tr><td class="ln del">389</td><td class="del code">#define TX_WARNING 2 // 경고</td><td class="ln add">389</td><td class="add code">#define TX_WARNING 2 // Warning</td></tr>
<tr><td class="ln del">390</td><td class="del code">#define TX_ERROR 3 // 오류</td><td class="ln add">390</td><td class="add code">#define TX_ERROR 3 // Error</td></tr>
<tr><td class="ln del">391</td><td class="del code">#define TX_FATAL 4 // 치명적인 오류</td><td class="ln add">391</td><td class="add code">#define TX_FATAL 4 // Fatal error</td></tr>
<tr><td class="ln del">392</td><td class="del code">#define TX_INFO 5 // 사용자 정보 등의 Information Result...</td><td class="ln add">392</td><td class="add code">#define TX_INFO 5 // Information result (e.g. user info)...</td></tr>
<tr><td class="ln del">393</td><td class="del code">#define TX_SAY 6 // 귓속말</td><td class="ln add">393</td><td class="add code">#define TX_SAY 6 // Whisper</td></tr>
<tr class="eq"><td class="ln">394</td><td class="code">#define TX_LOCAL 7 // local echo....</td><td class="ln">394</td><td class="code">#define TX_LOCAL 7 // local echo....</td></tr>
<tr class="eq"><td class="ln">395</td><td class="code">#define TX_UNKNOWN 0xffff // unknown...</td><td class="ln">395</td><td class="code">#define TX_UNKNOWN 0xffff // unknown...</td></tr>
<tr class="eq"><td class="ln">396</td><td class="code"></td><td class="ln">396</td><td class="code"></td></tr>
<tr><td colspan="4" class="hunk">... 96 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">493</td><td class="code">protected:</td><td class="ln">493</td><td class="code">protected:</td></tr>
<tr class="eq"><td class="ln">494</td><td class="code"> CSOC* m_pSOC;</td><td class="ln">494</td><td class="code"> CSOC* m_pSOC;</td></tr>
<tr class="eq"><td class="ln">495</td><td class="code">private:</td><td class="ln">495</td><td class="code">private:</td></tr>
<tr><td class="ln del">496</td><td class="del code"> // 이 안의 블럭은 반드시 연속해야 한다...</td><td class="ln add">496</td><td class="add code"> // The block within must be contiguous...</td></tr>
<tr class="eq"><td class="ln">497</td><td class="code"> WORD m_wLen;</td><td class="ln">497</td><td class="code"> WORD m_wLen;</td></tr>
<tr class="eq"><td class="ln">498</td><td class="code"> BYTE m_ba[MAX_PACKET];</td><td class="ln">498</td><td class="code"> BYTE m_ba[MAX_PACKET];</td></tr>
<tr class="eq"><td class="ln">499</td><td class="code"> //</td><td class="ln">499</td><td class="code"> //</td></tr>
<tr><td colspan="4" class="hunk">... 87 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">587</td><td class="code">class CFileTransfer : public TDBLNK(CFileTransfer*)</td><td class="ln">587</td><td class="code">class CFileTransfer : public TDBLNK(CFileTransfer*)</td></tr>
<tr class="eq"><td class="ln">588</td><td class="code">{</td><td class="ln">588</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">589</td><td class="code">public:</td><td class="ln">589</td><td class="code">public:</td></tr>
<tr><td class="ln del">590</td><td class="del code"> // 서버로 부터 받은 정보... - 혹은 클라이언트에게 전해줄 정보...</td><td class="ln add">590</td><td class="add code"> // Information received from server... - or information to relay to client...</td></tr>
<tr class="eq"><td class="ln">591</td><td class="code"> BOOL m_bClientSite;</td><td class="ln">591</td><td class="code"> BOOL m_bClientSite;</td></tr>
<tr class="eq"><td class="ln">592</td><td class="code"> DWORD m_dwFTID;</td><td class="ln">592</td><td class="code"> DWORD m_dwFTID;</td></tr>
<tr class="eq"><td class="ln">593</td><td class="code"> DWORD m_dwGUARD;</td><td class="ln">593</td><td class="code"> DWORD m_dwGUARD;</td></tr>
<tr><td colspan="4" class="hunk">... 86 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">680</td><td class="code"> // time out to Drop...</td><td class="ln">680</td><td class="code"> // time out to Drop...</td></tr>
<tr class="eq"><td class="ln">681</td><td class="code"> DWORD m_dwKARcvTimeOut;</td><td class="ln">681</td><td class="code"> DWORD m_dwKARcvTimeOut;</td></tr>
<tr class="eq"><td class="ln">682</td><td class="code">#ifdef WIN32</td><td class="ln">682</td><td class="code">#ifdef WIN32</td></tr>
<tr><td class="ln del">683</td><td class="del code"> // 보통 Login과정에 쓰이는 윈도우 핸들</td><td class="ln add">683</td><td class="add code"> // Window handle typically used during Login process</td></tr>
<tr class="eq"><td class="ln">684</td><td class="code"> HWND m_hWndOwner;</td><td class="ln">684</td><td class="code"> HWND m_hWndOwner;</td></tr>
<tr class="eq"><td class="ln">685</td><td class="code">#endif // WIN32</td><td class="ln">685</td><td class="code">#endif // WIN32</td></tr>
<tr><td class="ln del">686</td><td class="del code"> // 보통 글로벌 변수로 쓰이는 소켓포인터에 대한 자동 NULL Assign을 위하여</td><td class="ln add">686</td><td class="add code"> // For auto NULL assignment of socket pointer typically used as a global variable</td></tr>
<tr class="eq"><td class="ln">687</td><td class="code"> PSOC* m_ppSOC;</td><td class="ln">687</td><td class="code"> PSOC* m_ppSOC;</td></tr>
<tr><td class="ln del">688</td><td class="del code"> // 소켓을 구분하기 위하여 사용자 프로그램에서 쓰이는 아이디</td><td class="ln add">688</td><td class="add code"> // ID used in user program to identify a socket</td></tr>
<tr><td class="ln del">689</td><td class="del code"> // 주로 서버의 경우에는 클라이언트가 접속할 때마다 고유 아이디를 부여하여 사용</td><td class="ln add">689</td><td class="add code"> // Mainly for servers: assigns a unique ID each time a client connects</td></tr>
<tr><td class="ln del">690</td><td class="del code"> // 하나의 Client가 다수의 서버에 접속할 때(주로 Star형) 각각의 접속을 구분할 때 사용</td><td class="ln add">690</td><td class="add code"> // Used to distinguish each connection when a client connects to multiple servers (Star topology)</td></tr>
<tr><td class="ln del">691</td><td class="del code"> // 클라이언트가 하나의 서버에만 접속하는 경우 클라이언트가 서버에 접속 중인지 혹은 접속했는지를 판단할 때</td><td class="ln add">691</td><td class="add code"> // When a client connects to only one server: used to check if client is connecting or already connected</td></tr>
<tr><td class="ln del">692</td><td class="del code"> // CSOCManager::FindSOC(CSOC_SERVER_ID==default)-&gt;GetConnectionState()를 사용.</td><td class="ln add">692</td><td class="add code"> // Use CSOCManager::FindSOC(CSOC_SERVER_ID==default)-&gt;GetConnectionState().</td></tr>
<tr><td class="ln del">693</td><td class="del code"> // limits.h를 include해야함.</td><td class="ln add">693</td><td class="add code"> // Must include limits.h.</td></tr>
<tr><td class="ln del">694</td><td class="del code"> // CSOC생성시의 기본값: CSOCServer == CSOC_SERVER_ID(=INT_MIN), CSOCClient == CSOC_CLIENT_ID(=0), CSOCListen == CSOC_LISTEN_ID(=-1)</td><td class="ln add">694</td><td class="add code"> // Default values at CSOC creation: CSOCServer==CSOC_SERVER_ID(INT_MIN), CSOCClient==CSOC_CLIENT_ID(0), CSOCListen==CSOC_LISTEN_ID(-1)</td></tr>
<tr class="eq"><td class="ln">695</td><td class="code"> union {</td><td class="ln">695</td><td class="code"> union {</td></tr>
<tr class="eq"><td class="ln">696</td><td class="code"> int m_nID;</td><td class="ln">696</td><td class="code"> int m_nID;</td></tr>
<tr class="eq"><td class="ln">697</td><td class="code"> UINT m_uID;</td><td class="ln">697</td><td class="code"> UINT m_uID;</td></tr>
<tr><td colspan="4" class="hunk">... 27 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">725</td><td class="code"> DWORD m_xGracefulRemote: 1;</td><td class="ln">725</td><td class="code"> DWORD m_xGracefulRemote: 1;</td></tr>
<tr class="eq"><td class="ln">726</td><td class="code"> DWORD m_xAbortyLocal: 1;</td><td class="ln">726</td><td class="code"> DWORD m_xAbortyLocal: 1;</td></tr>
<tr class="eq"><td class="ln">727</td><td class="code"> DWORD m_xAbortyRemote: 1;</td><td class="ln">727</td><td class="code"> DWORD m_xAbortyRemote: 1;</td></tr>
<tr><td class="ln del">728</td><td class="del code"> DWORD m_xLoginStarted: 1; // 사용자가 직접 값을 Setting해야 한다.</td><td class="ln add">728</td><td class="add code"> DWORD m_xLoginStarted: 1; // Must be set directly by the caller.</td></tr>
<tr><td class="ln del">729</td><td class="del code"> DWORD m_xLoginOK: 1; // 사용자가 직접 값을 Setting해야 한다.</td><td class="ln add">729</td><td class="add code"> DWORD m_xLoginOK: 1; // Must be set directly by the caller.</td></tr>
<tr class="eq"><td class="ln">730</td><td class="code"> } m_DW;</td><td class="ln">730</td><td class="code"> } m_DW;</td></tr>
<tr class="eq"><td class="ln">731</td><td class="code"> DWORD m_dwVarFlags;</td><td class="ln">731</td><td class="code"> DWORD m_dwVarFlags;</td></tr>
<tr class="eq"><td class="ln">732</td><td class="code"> };</td><td class="ln">732</td><td class="code"> };</td></tr>
<tr><td colspan="4" class="hunk">... 536 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">1269</td><td class="code">};</td><td class="ln">1269</td><td class="code">};</td></tr>
<tr class="eq"><td class="ln">1270</td><td class="code"></td><td class="ln">1270</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">1271</td><td class="code">#endif // !defined(__MUGSOCS__)</td><td class="ln">1271</td><td class="code">#endif // !defined(__MUGSOCS__)</td></tr>
</table></div>
<div class="file-block">
<h2>Gameleap/code/mw4/Tools/AnimScript/nonmfc.h</h2>
<div class="summary">+1 -1 lines changed</div>
<table>
<tr class="eq"><td class="ln">1</td><td class="code">#ifdef _DEBUG</td><td class="ln">1</td><td class="code">#ifdef _DEBUG</td></tr>
<tr class="eq"><td class="ln">2</td><td class="code"></td><td class="ln">2</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">3</td><td class="code">#define AssertDebugBreak() _asm { int 3 }</td><td class="ln">3</td><td class="code">#define AssertDebugBreak() _asm { int 3 }</td></tr>
<tr><td colspan="4" class="hunk">... 2 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">6</td><td class="code">{</td><td class="ln">6</td><td class="code">{</td></tr>
<tr class="eq"><td class="ln">7</td><td class="code"> char szBuf[MAX_PATH * 2];</td><td class="ln">7</td><td class="code"> char szBuf[MAX_PATH * 2];</td></tr>
<tr class="eq"><td class="ln">8</td><td class="code"></td><td class="ln">8</td><td class="code"></td></tr>
<tr><td class="ln del">9</td><td class="del code"> sprintf(szBuf, &quot;\&quot;%s\&quot; 파일의 %d줄에서 ASSERT!!!\n\n디버깅을 하시겠습니까?&quot;, pcszfile, nLine);</td><td class="ln add">9</td><td class="add code"> sprintf(szBuf, &quot;ASSERT!!! in \&quot;%s\&quot; at line %d\n\nDo you want to debug?&quot;, pcszfile, nLine);</td></tr>
<tr class="eq"><td class="ln">10</td><td class="code"></td><td class="ln">10</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">11</td><td class="code">#ifdef WIN32</td><td class="ln">11</td><td class="code">#ifdef WIN32</td></tr>
<tr class="eq"><td class="ln">12</td><td class="code"> return ::MessageBox(NULL, szBuf, pcszExpr, MB_YESNO) == IDYES;</td><td class="ln">12</td><td class="code"> return ::MessageBox(NULL, szBuf, pcszExpr, MB_YESNO) == IDYES;</td></tr>
<tr><td colspan="4" class="hunk">... 93 unchanged lines ...</td></tr>
<tr class="eq"><td class="ln">106</td><td class="code"></td><td class="ln">106</td><td class="code"></td></tr>
<tr class="eq"><td class="ln">107</td><td class="code">#endif // _DEBUG</td><td class="ln">107</td><td class="code">#endif // _DEBUG</td></tr>
<tr class="eq"><td class="ln">108</td><td class="code"></td><td class="ln">108</td><td class="code"></td></tr>
</table></div>
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