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@@ -1511,7 +1511,7 @@ void Engine::Render(float elapsedTime) {
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if (Deserialize(&pmod, pck, &bsize)) {
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if (m_boosters.count(pmod.id)) {
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Booster* boost = m_boosters.at(pmod.id);
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std::cout << "Ramassé booster selon serveur " << (pmod.boost.damage ? "damage" : "") << (pmod.boost.hp ? "heal" : "") << (pmod.boost.invincible ? "invincible" : "");
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boost->SetAvailability(pmod.available);
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}
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else {
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@@ -1522,6 +1522,7 @@ void Engine::Render(float elapsedTime) {
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btype = BOOST_TYPE::BTYPE_HEAL;
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else if (pmod.boost.invincible)
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btype = BOOST_TYPE::BTYPE_INVINCIBLE;
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else break;
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Booster* boost = new Booster(pmod.pos, btype, pmod.id);
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@@ -1556,6 +1557,10 @@ void Engine::Render(float elapsedTime) {
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m_player.boostdamage = boost.damage;
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m_player.boostinvincible = boost.invincible;
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if (diff.Length() > 10.) {
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m_player.Move(-diff);
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}
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if (diff.Length() > 1.5) {
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diff.Normalize();
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m_player.Move(-diff);
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@@ -1630,8 +1635,10 @@ void Engine::Render(float elapsedTime) {
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rt->Render(m_animeAtlas, m_shader01, all, elapsedTime, m_player);
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}
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for (auto& [key, booster] : m_boosters) {
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if (booster->GetAvailability())
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m_renderer.RenderBooster(m_textureAtlas, m_shader01, all, m_player, *booster);
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if (booster->GetAvailability()) {
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glClear(GL_STENCIL_BUFFER_BIT);
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m_renderer.RenderBooster(m_textureAtlas, m_shader01, all, m_player, booster);
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}
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}
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glEnable(GL_CULL_FACE);
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}
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