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Translate N3ME, resolution based on screen size #221

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@xGuTeK xGuTeK commented May 17, 2024

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@@ -834,15 +834,15 @@ BOOL CDlgBase::OnNotify(WPARAM wParam, LPARAM lParam, LRESULT * pResult) {
pC->m_Data.fNP = (float)atof(pItem->m_curValue);
} else if (pItem->m_propName == "Far Plane") {
pC->m_Data.fFP = (float)atof(pItem->m_curValue);
} else if (pItem->m_propName == "�Ȱ� ���") {
} else if (pItem->m_propName == "Use fog") {
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The case here is inconsistent to what you set the properties to.
You called them "use fog", and "fog color" and then you're checking against "Use fog" & "Fog color" -- which won't match because of case sensitivity.

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Good catch! I also addressed similar places using with breaking changes in terms of properties.

HANDLE hFile = CreateFile(lpszPathName, GENERIC_WRITE, 0, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL);
if (INVALID_HANDLE_VALUE == hFile) {
MessageBox(::GetActiveWindow(), lpszPathName, "Fail to open map game data file for save, Pleas retry.", MB_OK);
return;
}
char comment[80] = {"������ ���� ��� �ٺ�..^^"};
char comment[80] = {"The person who opens this file is an idiot...^^"};
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I'm not sure if it's wise to translate this one, considering it's used directly in the files themselves. Though it's technically not checked, and still remains within the constraint, it does technically change the file formats unofficially. Whether or not that's a concern with this project, I don't know.

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@twostars has a point, however from my end this is fine, as this file has no logic nor used officially to check its content. In Korean it looks like random bytes, so at least in English we'll see the actual content lol

// list�� sort�Լ� ������..-.-
// ����� ���� ���ϴ���..��.��
// Copied the sort function of the list..
// It didn�t work properly..
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Seems the apostrophe is broken here

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Hi @xGuTeK, thanks for the PR!
Note that I didn't review all of it, since I think there are already enough comments in here to address before we move further with the review.
Let me know if you need any help.

Comment on lines -95 to +100
//����Ʈ ���鼭 DTexIndx�� ������ ������ �� ���ֹ���...
//Go through the list and if something like DTexIndx comes up, get rid of it...
it = m_Attributes[i].begin();
while (it != m_Attributes[i].end()) {
DTEXTILEATTR * pTile = *it;
if (pTile->TexID == DTexID) {
//������...
//Let's erase...
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I don't know if these were auto translated, but normally we should add two spaces after a comment operator:
// my comment

The same should apply for all other comments, at least the ones that are not aligned.

@@ -69,6 +69,7 @@ ON_BN_CLICKED(IDC_BTN_SAVE_NEWNAME_TILESET, OnBtnSaveNewnameTileset)
ON_BN_CLICKED(IDC_BTN_SAVE_TILESET, OnBtnSaveTileset)
ON_BN_CLICKED(IDC_BTN_LOAD_TILESET, OnBtnLoadTileset)
//}}AFX_MSG_MAP
ON_STN_CLICKED(IDC_STATIC_TILESETNAME, &CDlgSetDTex::OnStnClickedStaticTilesetname)
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Was this added by accident? If not used, let's delete.

Comment on lines +676 to +679

void CDlgSetDTex::OnStnClickedStaticTilesetname() {
// TODO: Add your control notification handler code here
}
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Was this added by accident? If not used, let's delete.

Comment on lines +63 to +65

public:
afx_msg void OnStnClickedStaticTilesetname();
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Was this added by accident? If not used, let's delete.

//���ο� idx�� �����ϱ� ���ؼ� �ϴ� ������ ����..
//Let�s sort first to specify a new idx.
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Same comment as here: #221 (comment)

Comment on lines -209 to +213
m_pSceneOutput->CameraGetActive()->m_Data.fNP = 1.0f;
m_pSceneOutput->CameraGetActive()->m_Data.fFP = m_pMainFrm->GetFP();
/*
m_pSceneOutput->CameraGetActive()->m_Data.fNP = 1.0f; //gutek
m_pSceneOutput->CameraGetActive()->m_Data.fFP = m_pMainFrm->GetFP(); //gutek
*/
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Any reason for commenting this one out? 🚨

// {
// int idYesNo = ::MessageBox(::GetActiveWindow(), "�ߺ��� ������Ʈ���� ���� �Ͻðڽ��ϱ�?", "�ߺ��� ������Ʈ ó��", MB_YESNO);
// int idYesNo = ::MessageBox(::GetActiveWindow(), "Do you want to delete duplicate objects?", "Handling duplicate objects", MB_YESNO);
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duplicated

Comment on lines +110 to +111
public:
afx_msg void OnBnClickedOk();
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Remove unused.

Suggested change
public:
afx_msg void OnBnClickedOk();

@@ -125,6 +127,7 @@ BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
ON_BN_CLICKED(IDOK, &CAboutDlg::OnBnClickedOk)
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Suggested change
ON_BN_CLICKED(IDOK, &CAboutDlg::OnBnClickedOk)

Comment on lines +141 to +145

void CAboutDlg::OnBnClickedOk() {
// TODO: Add your control notification handler code here
CDialog::OnOK();
}
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Suggested change
void CAboutDlg::OnBnClickedOk() {
// TODO: Add your control notification handler code here
CDialog::OnOK();
}

@stevewgr stevewgr marked this pull request as draft May 23, 2024 05:43
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3 participants