Merge branch 'master' into SQC-18_Mecanique_de_combat
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@@ -4,10 +4,12 @@
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Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
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m_velocity = Vector3f(0, 0, 0);
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m_airborne = true;
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m_hp = 1.0f; //TODO: Remettre <20> 1.0f
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m_hp = 1.0f; //TODO: Remettre <20> 1.0f
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m_username = "Zelda Bee-Bop56";
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}
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Player::~Player() {}
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void Player::TurnLeftRight(float value) {
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m_rotY += value;
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if (m_rotY > 360) m_rotY = 0;
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@@ -165,7 +167,7 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
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m_position += m_velocity;
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static float bobbingtime = 0; // Gestion de la cam<61>ra
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static float bobbingtime = 0; // Gestion de la cam<61>ra
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static bool leftright = false;
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static bool isStep = false;
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if (bobbingtime <= 360.f)
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@@ -226,4 +228,9 @@ void Player::InflictDamage(float hitPoints)
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}
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uint64_t Player::getId() const { return id; }
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Vector3f Player::InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now) {
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return Vector3f();
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}
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