ghfudk
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		| @@ -124,17 +124,15 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 	bool isLeft = side.y > 0; | ||||
|  | ||||
| 	time += elapsedTime; | ||||
| 	if (time >= 200) | ||||
| 	if (time >= 100) | ||||
| 	{ | ||||
| 			time -= 200; | ||||
| 			time -= 100; | ||||
| 		if (!current.states.shooting) | ||||
| 			Shooting = false; | ||||
| 		else  | ||||
| 			Shooting = !Shooting; | ||||
| 	} | ||||
|  | ||||
|  | ||||
|  | ||||
| 	if (angle >= 0.75) //Face - side positif | ||||
| 	{ | ||||
| 		if(current.states.shooting){ | ||||
| @@ -142,6 +140,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 				index = 17; | ||||
| 			else | ||||
| 				index = 9; | ||||
|  | ||||
| 			std::cout << "face" << std::endl; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| @@ -162,6 +162,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 				index = 18; | ||||
| 			else | ||||
| 				index = 10; | ||||
|  | ||||
| 			std::cout << "Frontleft" << std::endl; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| @@ -182,6 +184,9 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 				index = 20; | ||||
| 			else | ||||
| 				index = 12; | ||||
|  | ||||
| 			std::cout << "ProfileLeft" << std::endl; | ||||
|  | ||||
| 		} | ||||
| 		else if (current.states.jumpshot ) { | ||||
| 			if (Shooting) | ||||
| @@ -202,6 +207,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 				index = 22; | ||||
| 			else | ||||
| 				index = 14; | ||||
|  | ||||
| 			std::cout << "BackLeft" << std::endl; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| @@ -221,6 +228,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 				index = 24; | ||||
| 			else | ||||
| 				index = 16; | ||||
|  | ||||
| 			std::cout << "Dos" << std::endl; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| @@ -241,6 +250,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 				index = 19; | ||||
| 			else | ||||
| 				index = 11; | ||||
|  | ||||
| 			std::cout << "FrontRight" << std::endl; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| @@ -261,6 +272,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 				index = 21; | ||||
| 			else | ||||
| 				index = 13; | ||||
|  | ||||
| 			std::cout << "ProfileRight" << std::endl; | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
| @@ -281,6 +294,10 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr | ||||
| 				index = 23; | ||||
| 			else | ||||
| 				index = 15; | ||||
|  | ||||
| 			std::cout << "BackRight" << std::endl; | ||||
|  | ||||
|  | ||||
| 		} | ||||
| 		else if (current.states.jumpshot) { | ||||
| 			if (Shooting) | ||||
|   | ||||
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