Korean translation (84 source files, 876 lines): - Translated all EUC-KR/CP949 Korean developer comments to English across 84 source files in Gameleap/code/. Zero Korean bytes remain outside the intentional font-table headers (D3FFontEdit2/fontedit all.h etc.). - Comment markers: //상훈 앞/뒤 -> //sanghoon begin/end (Sang-hun's code region markers); //상훈짱 begin/end, //상훈.. variants; // 鉉 -> // hyun (second developer's markers); // 鉉 - start/end patterns. - Functional string translations in recscore.cpp (mw4 + mw4print copies): body-part return values (왼발/오른발/etc. -> Left Leg/Right Leg/etc.), kill-announcer format strings (~30 entries), and the nonmfc.h assert dialog. - GosView profiler: 킪 -> us (microseconds) in timing display strings. - Network/socket code (ctcl.cpp, mugsocs.h, ctime.cpp across Launcher/ MW4Application/MW4GameEd2/AnimScript): state-machine comments, socket ID comments, login/session management comments. - render.hpp CHSH_Device member comments; GUIRadarManager.cpp drawing routine comments; hudchat/hudcomp2/huddamage/hudmap/hudweapon/hudtarg HUD component comments. - DXRasterizer.cpp: cleaned residual U+FFFD replacement characters left from a prior partial encoding conversion. UTF-8 encoding cleanup (76+ files): - Latin-1 single bytes converted to proper UTF-8 multi-byte sequences: © (0xA9) in 3dsmax4/Maxscrpt Autodesk/Wainwright copyright headers, ® (0xAE) in gosHelp/Remote.cpp, · (0xB7) bullet points in ai command.hpp, Û (0xDB) in SafeChain_Test.cpp tool header, ß (0xDF) in AnimationSuite version strings (8 files). - Font lookup tables (D3FFontEdit2/, fontedit/ *.h) intentionally left as-is: raw byte values are C array data, not text. Language DLL: - Replaced Gameleap/mw4/Language.dll (original Korean binary) and MW4/Language.dll with freshly built English version from Language - Win32 English config (Language.dsp). Fixes Korean button labels in the GameOS exception/crash dialog (??? ??... / ?? / ??? were showing instead of More Details.../Continue/Exit).
58 lines
1.2 KiB
C++
58 lines
1.2 KiB
C++
|
|
#pragma once
|
|
|
|
#include "MW4.hpp"
|
|
#include "hudcomp.hpp"
|
|
|
|
namespace MechWarrior4
|
|
{
|
|
class Vehicle;
|
|
|
|
class HUDMap : public HUDComponent
|
|
{
|
|
protected:
|
|
struct ShotEntry
|
|
{
|
|
ObjectID entity;
|
|
Stuff::Time timeadded;
|
|
ShotEntry (ObjectID p1,Stuff::Time p2)
|
|
{
|
|
entity = p1;
|
|
timeadded = p2;
|
|
}
|
|
};
|
|
Stuff::SlotOf <Entity*> m_CurrentTarget;
|
|
|
|
SlotOf<Vehicle*> vehiclePtr;
|
|
|
|
typedef HUDComponent inherited;
|
|
Stuff::Scalar m_TorsoTwist;
|
|
int m_RadarMode;
|
|
|
|
stlport::vector<ShotEntry> m_ShotList;
|
|
bool OnShotList (ObjectID who);
|
|
void DrawImplementation(void);
|
|
void ConvertMapCoords (float& x,float& y);
|
|
void ConvertMapCoords (Point3D& pt);
|
|
//sanghoon begin
|
|
bool hsh_fdraw;
|
|
//sanghoon end
|
|
|
|
public:
|
|
HUDMap();
|
|
~HUDMap();
|
|
virtual void Reset (void);
|
|
virtual void Update(Stuff::Time till);
|
|
void AddShot (ObjectID who);
|
|
void SetVehicle(Vehicle *vehicle);
|
|
void TorsoTwist (Stuff::Scalar value)
|
|
{ m_TorsoTwist = value; }
|
|
void CurrentTarget (Entity *obj)
|
|
{
|
|
m_CurrentTarget.Remove ();
|
|
if (obj)
|
|
m_CurrentTarget.Add (obj);
|
|
}
|
|
};
|
|
}
|