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).
83 lines
3.0 KiB
C++
83 lines
3.0 KiB
C++
/**********************************************************************
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FILE: IFaceDataMgr.h
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DESCRIPTION: Face-Data management API
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CREATED BY: Attila Szabo, Discreet
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HISTORY: [attilas|30.8.2000]
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*> Copyright (c) 1998-2000, All Rights Reserved.
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**********************************************************************/
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#ifndef __IFACEDATAMGR__H
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#define __IFACEDATAMGR__H
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#include "idatachannel.h"
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#include "baseinterface.h"
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// GUID that identifies this ifc (interface)
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#define FACEDATAMGR_INTERFACE Interface_ID(0x1b454148, 0x6a066927)
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//----------------------------------------------------------------------
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// Interface for managing face-data channels.
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// Objects that want to have face-data channels should implement this ifc
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//
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// If this interface needs to b changed, a new one should be derived from
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// it and changed (IFaceDataMgr2) and made sure objects that support
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// face-data implement both old and new interfaces
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//________________________________________________________________________
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class IFaceDataMgr : public BaseInterface
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{
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public:
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//
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// Modifiers and procedural objects should call these methods
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// to add\remove\retrieve a face-data channel on an object (mesh,patch,poly)
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//
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// Returns the number of face-data-channels
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virtual ULONG NumFaceDataChans( ) const = 0;
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// Retrieves a face-data-channel
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virtual IFaceDataChannel* GetFaceDataChan( const Class_ID& ID ) const = 0;
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// Adds a face-data-channel to the object. Returns TRUE on success
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virtual BOOL AddFaceDataChan( IFaceDataChannel* pChan ) = 0;
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// Removes a face-data-channel from the object. Returns TRUE on success
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virtual BOOL RemoveFaceDataChan( const Class_ID& ID ) = 0;
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//
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// The "system" (Max) should call these methods to manage the
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// face-data channels when the object flows up the stack
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//
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// Appends a face-data-channel to the object. Returns TRUE on success
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virtual BOOL AppendFaceDataChan( const IFaceDataChannel* pChan ) = 0;
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// Adds or appends face-data channels from the from object, to this object
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// If the channel already exists on this object, it's appended otherwise
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// gets added
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virtual BOOL CopyFaceDataChans( const IFaceDataMgr* pFrom ) = 0;
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// Deletes all face-data-channels from this object
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virtual void RemoveAllFaceDataChans() = 0;
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// Mechanism for executing an operation for all face-data-channels on this object:
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// For all face-data-channels calls IFaceDataEnumCallBack::proc() with
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// a pointer to that face-data- channel and a context data
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// Returns FALSE if the call back returns FALSE for any of the face-data-channels
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virtual BOOL EnumFaceDataChans( IFaceDataChannelsEnumCallBack& cb, void* pContext ) const = 0;
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// Allow persistance of info kept in object implementing this interface
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virtual IOResult Save(ISave* isave) = 0;
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virtual IOResult Load(ILoad* iload) = 0;
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// --- from GenericInterface
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virtual Interface_ID GetID() { return FACEDATAMGR_INTERFACE; }
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};
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#endif |