merge conflict
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@@ -1346,7 +1346,7 @@ void Engine::Render(float elapsedTime) {
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static bool leftright = false;
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if (pollTime >= .005f) {
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Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
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Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime, booster_table);
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switch (snd) {
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case Player::Sound::STEP:
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if (leftright)
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@@ -1425,9 +1425,22 @@ void Engine::Render(float elapsedTime) {
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}
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}
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gameTime += elapsedTime * 10;
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Vector3f dance = Vector3f(sin(gameTime), 0, cos(-gameTime));
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dance.Normalize();
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booster_table[0] = Booster({ 195, 16, 195 }, BTYPE_SPEED);
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m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime, booster_table);
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m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
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m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
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glDisable(GL_BLEND);
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m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
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booster_table[0].RenderBillboard(m_textureAtlas, m_shader01, all, m_player);
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if (m_isSkybox) m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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//glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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//m_remotePlayer.Render(m_textureAtlas, m_shader01, all, elapsedTime);
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m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
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glEnable(GL_BLEND);
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