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@@ -1193,10 +1193,11 @@ void Engine::Render(float elapsedTime) {
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if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
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else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
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m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
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netprot::ChunkMod* cmod = nullptr;
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if (m_mouseL) {
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if (bloc != BTYPE_LAST)
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m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
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cmod = m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
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else if (bulletTime <= 0.f) {
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for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
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if (!m_bullets[x]) {
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@@ -1218,12 +1219,12 @@ void Engine::Render(float elapsedTime) {
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}
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}
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else if (m_mouseR)
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m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
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cmod = m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
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for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
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if (m_bullets[x]) {
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for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
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if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
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if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) {
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m_bullets[x]->~Bullet();
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if (m_whoosh[x])
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m_whoosh[x]->drop();
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@@ -1282,6 +1283,9 @@ void Engine::Render(float elapsedTime) {
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static std::vector<char*> lsPck;
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static int sync_acc = 0;
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if (cmod)
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m_chunkmod_manifest.emplace_back(cmod);
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if (last == 0)
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last = tstamp;
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