Cleanup de l'objet Bullet
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@@ -374,12 +374,12 @@ void Engine::Render(float elapsedTime) {
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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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m_bullets[x] = new Bullet(m_player);
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m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
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break;
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}
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else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la premi<6D>re balle de l'array.
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m_bullets[0]->~Bullet();
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m_bullets[0] = new Bullet(m_player);
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m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
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}
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bulletTime = .1f;
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m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
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@@ -396,7 +396,7 @@ void Engine::Render(float elapsedTime) {
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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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if (m_bullets[x]->Update(&m_world, all, elapsedTime)) {
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if (m_bullets[x]->Update(&m_world, elapsedTime)) {
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m_bullets[x]->~Bullet();
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m_bullets[x] = nullptr;
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}
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