Ça plane pour pasmoi.
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@@ -400,8 +400,8 @@ void Engine::Init() {
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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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//RemotePlayer* rt = (RemotePlayer*)m_players[key];
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m_players[key]->SetPosition(Vector3f(555, 555, 555));
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}
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seed = m_conn.getSeed();
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@@ -1244,20 +1244,14 @@ 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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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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if (m_isSkybox) m_skybox.Render(skybox);
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@@ -1332,12 +1326,21 @@ void Engine::Render(float elapsedTime) {
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if (Deserialize(&sync, pck, &bsize)) {
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if (sync.sid != m_conn.getId())
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break;
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// TODO: Vérifier si les positions concordent au sync local.
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if (m_syncs.contains(sync.timestamp)) {
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Sync comp = m_syncs[sync.timestamp];
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m_player.InflictDamage(sync.hp - comp.hp);
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Vector3f diff = sync.position - comp.position;
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if (diff.Length() > .5)
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m_player.Move(diff);
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// TODO: m_timer = sync.timer;
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}
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}
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break;
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case OUTPUT:
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if (Deserialize(&out, pck, &bsize)) {
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RemotePlayer* r = (RemotePlayer*)m_players[out.id];
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RemotePlayer* r = m_players[out.id];
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if (!r)
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break;
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r->Feed(out);
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@@ -1350,9 +1353,9 @@ void Engine::Render(float elapsedTime) {
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lsPck.clear();
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for (auto& [key, player] : m_players) {
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RemotePlayer* rt = (RemotePlayer*)player;
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rt->Render(m_animeAtlas, m_shader01, all, elapsedTime);
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m_otherplayerpos = rt->GetPosition();
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std::cout << key << ": "; player->GetPosition().Afficher();
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player->Render(m_animeAtlas, m_shader01, all, elapsedTime);
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m_otherplayerpos = player->GetPosition();
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}
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}
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