Before the merge....
This commit is contained in:
		| @@ -5,7 +5,7 @@ | |||||||
| Connection::Connection(SOCKET sock, | Connection::Connection(SOCKET sock, | ||||||
| 	sockaddr_in sockaddr, | 	sockaddr_in sockaddr, | ||||||
| 	LoginInfo log, | 	LoginInfo log, | ||||||
| 					   PlayerInfo play): | 	PlayerInfo play) : | ||||||
| 	m_sock(sock), | 	m_sock(sock), | ||||||
| 	m_addr(sockaddr), | 	m_addr(sockaddr), | ||||||
| 	m_loginfo(log), | 	m_loginfo(log), | ||||||
| @@ -15,7 +15,7 @@ Connection::Connection(SOCKET sock, | |||||||
|  |  | ||||||
| Connection::~Connection() { closesocket(m_sock); } | Connection::~Connection() { closesocket(m_sock); } | ||||||
|  |  | ||||||
| uint64_t Connection::GetHash(bool self) const { return self? m_loginfo.sid: m_playinfo.id; } | uint64_t Connection::GetHash(bool self) const { return self ? m_loginfo.sid : m_playinfo.id; } | ||||||
|  |  | ||||||
| uint64_t Connection::GetTeamHash() const { return m_loginfo.tid; } | uint64_t Connection::GetTeamHash() const { return m_loginfo.tid; } | ||||||
|  |  | ||||||
| @@ -151,7 +151,10 @@ Timestamp Connection::Run(World* world) { | |||||||
| 			out.states.dead = true; | 			out.states.dead = true; | ||||||
| 		} | 		} | ||||||
|  |  | ||||||
|  | 		static bool toggle = false; | ||||||
| 		if (in.keys.block) { | 		if (in.keys.block) { | ||||||
|  | 			if (!toggle) { | ||||||
|  | 				toggle = true; | ||||||
| 				bool block = false; | 				bool block = false; | ||||||
| 				ChunkMod* cmod = world->ChangeBlockAtCursor(BLOCK_TYPE::BTYPE_METAL, | 				ChunkMod* cmod = world->ChangeBlockAtCursor(BLOCK_TYPE::BTYPE_METAL, | ||||||
| 					player->GetPosition(), | 					player->GetPosition(), | ||||||
| @@ -160,10 +163,13 @@ Timestamp Connection::Run(World* world) { | |||||||
| 				if (cmod) | 				if (cmod) | ||||||
| 					ChunkDiffs.emplace_back(cmod); | 					ChunkDiffs.emplace_back(cmod); | ||||||
| 			} | 			} | ||||||
|  | 		} | ||||||
|  | 		else toggle = false; | ||||||
|  |  | ||||||
| 		if (in.keys.shoot && m_shoot_acc <= 0.) { | 		if (in.keys.shoot && m_shoot_acc <= 0.) { | ||||||
| 			Bullets.emplace_back(new Bullet(player->GetPOV() + player->GetDirection(), player->GetDirection(), GetHash(true))); | 			Bullets.emplace_back(new Bullet(player->GetPOV() + player->GetDirection(), player->GetDirection(), GetHash(true))); | ||||||
| 			out.states.shooting = true; | 			out.states.shooting = true; | ||||||
|  | 			m_shoot_acc = BULLET_TIME; | ||||||
| 		} | 		} | ||||||
|  |  | ||||||
| 		out.position = player->GetPositionAbs(); | 		out.position = player->GetPositionAbs(); | ||||||
| @@ -181,10 +187,10 @@ Timestamp Connection::Run(World* world) { | |||||||
| } | } | ||||||
|  |  | ||||||
| void Connection::CleanInputManifest(Timestamp time) { | void Connection::CleanInputManifest(Timestamp time) { | ||||||
| //	auto wat = m_input_manifest.find(time); | 	//	auto wat = m_input_manifest.find(time); | ||||||
|  |  | ||||||
| //	while (wat != m_input_manifest.begin()) | 	//	while (wat != m_input_manifest.begin()) | ||||||
| //		m_input_manifest.erase(wat--); | 	//		m_input_manifest.erase(wat--); | ||||||
| } | } | ||||||
|  |  | ||||||
| Timestamp Connection::GetTStamp() const { return m_tstamp; } | Timestamp Connection::GetTStamp() const { return m_tstamp; } | ||||||
|   | |||||||
| @@ -1267,20 +1267,17 @@ void Engine::Render(float elapsedTime) { | |||||||
|  |  | ||||||
| 		m_player.ApplyTransformation(remotePlayer, true, false); | 		m_player.ApplyTransformation(remotePlayer, true, false); | ||||||
|  |  | ||||||
| 		if (m_key1) bloc++; | 		//if (m_key1) bloc++; | ||||||
| 		else if (m_key2) bloc--; | 		//else if (m_key2) bloc--; | ||||||
|  |  | ||||||
| 		if (m_mouseWU) bloc++; | 		//if (m_mouseWU) bloc++; | ||||||
| 		else if (m_mouseWD) bloc--; | 		//else if (m_mouseWD) bloc--; | ||||||
| 		if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; | 		//if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1; | ||||||
| 		else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme. | 		//else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme. | ||||||
| 		m_mouseWU = m_mouseWD = m_key1 = m_key2 = false; | 		m_mouseWU = m_mouseWD = m_key1 = m_key2 = false; | ||||||
| 		netprot::ChunkMod* cmod = nullptr; | 		netprot::ChunkMod* cmod = nullptr; | ||||||
|  |  | ||||||
| 		if (m_mouseL) { | 		if (m_mouseL) { | ||||||
| 			if (bloc != BTYPE_LAST) | 			if (bulletTime <= 0.f) { | ||||||
| 				cmod = m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame); |  | ||||||
| 			else if (bulletTime <= 0.f) { |  | ||||||
| 				for (int x = 0; x < MAX_BULLETS; ++x)  // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). | 				for (int x = 0; x < MAX_BULLETS; ++x)  // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). | ||||||
| 					if (!m_bullets[x]) { | 					if (!m_bullets[x]) { | ||||||
| 						m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); | 						m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); | ||||||
| @@ -1301,7 +1298,35 @@ void Engine::Render(float elapsedTime) { | |||||||
| 			} | 			} | ||||||
| 		} | 		} | ||||||
| 		else if (m_mouseR) | 		else if (m_mouseR) | ||||||
| 			cmod = m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame); | 			cmod = m_world.ChangeBlockAtCursor(BTYPE_METAL, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame); | ||||||
|  |  | ||||||
|  |  | ||||||
|  |  | ||||||
|  | 		//if (m_mouseL) { | ||||||
|  | 		//	if (bloc != BTYPE_LAST) | ||||||
|  | 		//		cmod = m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame); | ||||||
|  | 		//	else if (bulletTime <= 0.f) { | ||||||
|  | 		//		for (int x = 0; x < MAX_BULLETS; ++x)  // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow"). | ||||||
|  | 		//			if (!m_bullets[x]) { | ||||||
|  | 		//				m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); | ||||||
|  | 		//				break; | ||||||
|  | 		//			} | ||||||
|  | 		//			else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array. | ||||||
|  | 		//				m_bullets[0]->~Bullet(); | ||||||
|  | 		//				m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection()); | ||||||
|  | 		//			} | ||||||
|  | 		//		bulletTime = BULLET_TIME; | ||||||
|  | 		//		m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "pow.wav", m_player.GetPOV(), m_player.GetDirection() * 10, false, .5f); | ||||||
|  | 		//		if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash. | ||||||
|  | 		//			glClearColor(.8f, .8f, .8f, 1.f); | ||||||
|  | 		//			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | ||||||
|  | 		//			glClearColor(0.f, 0.f, 0.f, 1.f); | ||||||
|  | 		//			return; | ||||||
|  | 		//		} | ||||||
|  | 		//	} | ||||||
|  | 		//} | ||||||
|  | 		//else if (m_mouseR) | ||||||
|  | 		//	cmod = m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame); | ||||||
|  |  | ||||||
| 		for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu. | 		for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu. | ||||||
| 			if (m_bullets[x]) { | 			if (m_bullets[x]) { | ||||||
|   | |||||||
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