Push mouse sensitivity
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@@ -4,14 +4,15 @@
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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;
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m_sensitivity = 0.1f;
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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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void Player::TurnLeftRight(float value, float sensitivity) {
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m_rotY += value * sensitivity;
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if (m_rotY > 360) m_rotY = 0;
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else if (m_rotY < -360) m_rotY = 0;
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@@ -25,8 +26,8 @@ void Player::TurnLeftRight(float value) {
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m_direction.Normalize();
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}
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void Player::TurnTopBottom(float value) {
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m_rotX += value;
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void Player::TurnTopBottom(float value, float sensitivity) {
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m_rotX += value * sensitivity;
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if (m_rotX > 80) m_rotX = 80;
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else if (m_rotX < -80) m_rotX = -80;
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@@ -78,7 +79,7 @@ Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jum
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}
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if (shoot) // Recoil!
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TurnTopBottom(-1);
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TurnTopBottom(-1, 1.0f);
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return delta;
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}
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@@ -270,6 +271,14 @@ Vector3f Player::GetDirection() const { return m_direction; }
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std::string Player::GetUsername() const { return m_username; }
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float Player::GetSensitivity() const {
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return m_sensitivity;
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}
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void Player::SetSensitivity(float sensitivity) {
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m_sensitivity = sensitivity;
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}
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float Player::GetHP() const { return m_hp; }
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void Player::Teleport(int& x, int& z) {
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