Added korean location
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@@ -77,6 +77,9 @@ namespace FRG
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std::unordered_map<std::string, LoadedGameObject> gameObjects;
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// Repeated static objects (same mesh + textures) drawn with one instanced call each.
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std::vector<InstancedBatch> instancedBatches;
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std::vector<InteractiveObject> interactiveObjects;
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// Shared: the same player moves from location to location and outlives them.
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@@ -207,6 +210,14 @@ namespace FRG
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int findInteractiveObjectIndex(const InteractiveObject* obj) const;
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int findTeleportZoneIndex(const TeleportZone* tz) const;
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enum class InstancedTexture { None, Color, Darklands };
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// Draws instancedBatches with the instancing variant of the current pass shader
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// (e.g. "fog_inst"). The variant is a separate program, so setUniforms must re-send
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// the pass uniforms; the matrix stack tops are uploaded here.
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void drawInstancedStatics(const std::string& instancedShaderName, InstancedTexture textureKind,
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const std::function<void()>& setUniforms = {});
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void resolveCharacterCollisions();
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void updateDynamicReplans(int64_t deltaMs);
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void loadTeleportZones(const std::string& jsonPath, const char* zipFile);
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