Bonne idée.
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@@ -431,6 +431,8 @@ void Engine::DisplayHud(int timer) {
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// HP Bar
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float playerHp = m_player.GetHP();
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if (playerHp < 0.)
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playerHp == 0;
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float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
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float hpBarWidthProportion = 0.25f;
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@@ -720,11 +722,11 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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ss.str("");
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fPosY -= charSize;
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ss << " Block : ";
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if (bloc == BTYPE_LAST)
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ss << "Weapon";
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else
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ss << (int)bloc;
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//ss << " Block : ";
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//if (bloc == BTYPE_LAST)
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// ss << "Weapon";
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//else
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// ss << (int)bloc;
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PrintText(fPosX, fPosYJump, ss.str());
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}
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@@ -1341,10 +1343,6 @@ void Engine::Render(float elapsedTime) {
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m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false, 1.f);
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fell = true;
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}
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else if (m_player.GetPosition().y < -20.f) {
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m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
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fell = false;
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}
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if (m_networkgame) { // Pour se gerer le paquet.
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static bool has_synced = false;
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@@ -1381,7 +1379,8 @@ void Engine::Render(float elapsedTime) {
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}
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if (cmod_acc >= 1000) {
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cmod_acc -= 1000;
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while (cmod_acc >= 1000)
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cmod_acc -= 1000;
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if (!m_chunkmod_manifest.empty()) {
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ChunkMod* cmod = m_chunkmod_manifest.front();
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m_chunkmod_manifest.pop_front();
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