Revert "IGNORE THIS"
This commit is contained in:
@@ -29,9 +29,32 @@ Engine::~Engine() {
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}
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void Engine::Init() {
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
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abort();
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}
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uint64_t seed = SEED;
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glDisable(GL_FRAMEBUFFER_SRGB);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
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glShadeModel(GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_SUBTRACT);
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if (m_istarted)
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return;
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else m_istarted = true;
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@@ -47,9 +70,6 @@ void Engine::Init() {
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m_whoosh[x] = nullptr;
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}
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// Init Chunks
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m_world.GetChunks().Reset(nullptr);
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char* ch = new char[2];
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std::cout << "Jouer en ligne? [o/N] ";
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@@ -82,16 +102,13 @@ void Engine::Init() {
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if (!m_conn.Connect(srvname.c_str(), playname)) {
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// setup jeu en reseau.
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std::cout << "ID recu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
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//std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
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std::cout << "Seed recu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
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m_player = Player(m_conn.getOrigin().position);
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for (auto& [key, player] : m_conn.m_players) {
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for (auto& [key, player] : m_conn.m_players)
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m_players[key] = new RemotePlayer(player);
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RemotePlayer* rt = (RemotePlayer*)m_players[key];
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rt->SetPosition(Vector3f(555, 555, 555));
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}
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seed = 9370707;//m_conn.getSeed();
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seed = m_conn.getSeed();
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m_networkgame = true;
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}
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else std::cout << "Erreur de connexion." << std::endl;
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@@ -102,41 +119,17 @@ void Engine::Init() {
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m_world.SetSeed(seed);
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// Init Chunks
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m_world.GetChunks().Reset(nullptr);
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m_startTime = std::chrono::high_resolution_clock::now();
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// Gestion de souris.
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CenterMouse();
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HideCursor();
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m_remotePlayer.SetPosition(Vector3f(.5, CHUNK_SIZE_Y + 10., .5));
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}
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void Engine::DeInit() {}
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void Engine::LoadResource() {
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
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abort();
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}
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glDisable(GL_FRAMEBUFFER_SRGB);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_POINT_SMOOTH);
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glEnable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
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glShadeModel(GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_SUBTRACT);
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
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@@ -187,71 +180,29 @@ void Engine::LoadResource() {
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//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
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//STILL//STANDING
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TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
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//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png");
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//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png");
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//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png");
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//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png");
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//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png");
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//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png");
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//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png");
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//SHOOTINGSTILL SANS TIRER
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//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
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//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
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//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png");
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//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png");
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//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png");
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//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png");
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//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png");
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//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png");
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//SHOOTINGSTILL TIRER
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//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueFrontRightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueLeftShootingLeftShoot1.png");
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//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueRightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingLeftShoot1.png");
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//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueProfilShootingRightShoot1.png");
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//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackLeftShootingLeftShoot1.png");
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//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueBackRightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2 "BlueShootingBackRightShoot1.png");
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//JUMP
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//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
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//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
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//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
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//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
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//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png");
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//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
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//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
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//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
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//STILL
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//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackRight.png");
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TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
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//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBack.png");
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//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBack.png");
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//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilLeft.png");
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//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilRight.png");
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//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeft.png");
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//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRight.png");
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//SHOOTINGJUMP SANS TIRER
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//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontJumpRightShootingRight.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontLeftJumpLeftShootingLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueFrontRightJumpRightShootingRight.png");
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//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueProfilLeftJumpLeftShootingLeft.png");
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//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BluerProfilRightJumprightShootingRight.png");
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//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackLeftJumpLeftShootingLeft.png");
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//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackRightJumpRightShootingRight.png");
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//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1 "BlueBackJumpRightShootingRight.png");
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//SHOOTINGSTILL
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//SHOOTINGJUMP
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//SHOOTINGJUMP TIRER
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//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontJumpRightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontLeftJumpLeftShootingLeftShoot1.png");
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//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueFrontRightJumpRightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueProfilLeftJumpLeftShootingLeftShoot1.png");
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//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BluerProfilRightJumprightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackLeftJumpLeftShootingLeftShoot1.png");
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//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackRightJumpRightShootingRightShoot1.png");
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//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2 "BlueBackJumpRightShootingRightShoot1.png");
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if (!m_animeAtlas.Generate(TEXTURE_SIZE, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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abort();
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@@ -409,7 +360,6 @@ void Engine::DisplayHud(int timer) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glLoadIdentity();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClear(GL_STENCIL_BUFFER_BIT);
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float itemBackgroundWidthProportion = 0.25f;
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float itemBackgroundHeightProportion = 0.175f;
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@@ -705,7 +655,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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fPosY = fPosYJump;
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fPosY -= charSize;
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ss << " Velocity : " << m_player.GetVelocity();
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ss << " Velocity : " << m_remotePlayer.GetVelocity();
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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fPosY -= charSize;
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@@ -715,7 +665,7 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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ss.str("");
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fPosY -= charSize;
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ss << " Remote Position : " << m_otherplayerpos;
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ss << " Remote Position : " << m_remotePlayer.GetPosition();//m_player.GetPosition();
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PrintText(fPosX, fPosY, ss.str());
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ss.str("");
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fPosY -= charSize;
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@@ -1275,11 +1225,10 @@ 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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cmod = m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
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m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
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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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@@ -1301,12 +1250,12 @@ 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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cmod = m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
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m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
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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, m_networkgame ? &m_chunkmod : nullptr)) {
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if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
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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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@@ -1327,10 +1276,18 @@ void Engine::Render(float elapsedTime) {
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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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m_remotePlayer.ApplyPhysics(dance, &m_world, elapsedTime);
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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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m_remotePlayer.Render(m_animeAtlas, m_shader01, all, elapsedTime);
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m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
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//m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
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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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@@ -1353,36 +1310,20 @@ void Engine::Render(float elapsedTime) {
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}
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if (m_networkgame) { // Pour se gerer le paquet.
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static bool has_synced = false;
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using namespace std::chrono;
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using namespace netprot;
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Timestamp tstamp = duration_cast<milliseconds>(high_resolution_clock::now() - m_startTime).count();
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static Timestamp last = 0;
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Input input;
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Sync sync;
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uint64_t id = m_conn.getId();
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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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sync_acc += tstamp - last;
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if (sync_acc >= 1000) {
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sync_acc -= 1000;
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if (false) { // TODO: Faire un checkup pour chaque ~1000ms.
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sync.sid = id;
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sync.timestamp = tstamp;
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sync.position = m_player.GetPositionAbs();
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sync.position = m_player.GetPosition();
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sync.hp = m_player.GetHP();
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if (!has_synced) {
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has_synced = true;
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sendPackTo<Sync>(m_conn.m_sock_udp, &sync, &m_bufout, &m_conn.m_srvsockaddr);
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}
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m_syncs[sync.timestamp] = sync;
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// TODO: Garrocher ca quelque-part.
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}
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input.sid = id;
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@@ -1411,59 +1352,23 @@ void Engine::Render(float elapsedTime) {
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using enum PACKET_TYPE;
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case SYNC:
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if (Deserialize(&sync, pck, &bsize)) {
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if (sync.sid != m_conn.getId()) {
|
||||
std::cout << "syncsid be no good.";
|
||||
if (sync.sid != m_conn.getId())
|
||||
break;
|
||||
}
|
||||
if (m_syncs.count(sync.timestamp)) {
|
||||
Sync comp = m_syncs[sync.timestamp];
|
||||
m_player.InflictDamage(sync.hp - comp.hp);
|
||||
|
||||
Vector3f diff = sync.position - comp.position;
|
||||
|
||||
if (diff.y < 1.)
|
||||
diff.y = 0;
|
||||
|
||||
if (diff.Length() > 1.5) {
|
||||
diff.Normalize();
|
||||
m_player.Move(-diff);
|
||||
}
|
||||
|
||||
// TODO: Syncer sync.timer avec le timer
|
||||
|
||||
m_syncs.erase(sync.timestamp);
|
||||
}
|
||||
else std::cout << "sync be no good.";
|
||||
// TODO: Vérifier si les positions concordent au sync local.
|
||||
}
|
||||
break;
|
||||
case OUTPUT:
|
||||
if (Deserialize(&out, pck, &bsize)) {
|
||||
if (!m_players.contains(out.id)) {
|
||||
|
||||
std::cout << out.id << " is id no good." << std::endl;
|
||||
break;
|
||||
}
|
||||
RemotePlayer* rt = static_cast<RemotePlayer*>(m_players[out.id]);
|
||||
rt->Feed(out);
|
||||
RemotePlayer* r = (RemotePlayer*)m_players[out.id];
|
||||
r->Feed(out);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
std::cout << "packet be no good.";
|
||||
break;
|
||||
}
|
||||
}
|
||||
lsPck.clear();
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
for (auto& [key, player] : m_players) {
|
||||
RemotePlayer* rt = static_cast<RemotePlayer*>(player);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
rt->Render(m_animeAtlas, m_shader01, all, elapsedTime);
|
||||
m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.
|
||||
}
|
||||
glEnable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user