Revert "IGNORE THIS"
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@@ -14,53 +14,43 @@ 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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else if (m_rotY < -360) m_rotY = 0;
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float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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float xrotrad = (m_rotX / 57.2957795056f);
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m_direction = Vector3f(cos(xrotrad) * sin(yrotrad),
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-sin(xrotrad),
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cos(xrotrad) * -cos(yrotrad));
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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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if (m_rotX > 80) m_rotX = 80;
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else if (m_rotX < -80) m_rotX = -80;
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}
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Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
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Vector3f delta = Vector3f(0, 0, 0);
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float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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float xrotrad = (m_rotX / 57.2957795056f);
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m_direction = Vector3f(cos(xrotrad) * sin(yrotrad),
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-sin(xrotrad),
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cos(xrotrad) * -cos(yrotrad));
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-sin(xrotrad),
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cos(xrotrad) * -cos(yrotrad));
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m_direction.Normalize();
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}
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Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
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Vector3f delta = Vector3f(0, 0, 0);
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Vector3f dir = m_direction;
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dir.y = 0;
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if (front) {
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delta += dir;
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delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
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}
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else if (back) {
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delta -= dir;
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delta.x += float(-sin(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(cos(yrotrad)) * elapsedTime * 10.f;
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}
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if (left) {
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delta.x += dir.z;
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delta.z += -dir.x;
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delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f;
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}
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else if (right) {
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delta.x -= dir.z;
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delta.z -= -dir.x;
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delta.x += float(cos(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(sin(yrotrad)) * elapsedTime * 10.f;
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}
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delta.Normalize();
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@@ -256,12 +246,8 @@ void Player::RemoveBooster(float elapsedtime)
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}
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void Player::SetDirection(Vector3f dir) { m_direction = dir; }
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void Player::Move(Vector3f diff) { m_position -= diff; }
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Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); }
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Vector3f Player::GetPositionAbs() const { return m_position; }
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Vector3f Player::GetVelocity() const { return m_velocity; }
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Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); }
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