Eh baswell
This commit is contained in:
		| @@ -248,6 +248,8 @@ void Player::SetDirection(Vector3f dir) { m_direction = dir; } | ||||
|  | ||||
| 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); } | ||||
|  | ||||
| Vector3f Player::GetPositionAbs() const { return m_position; } | ||||
|  | ||||
| Vector3f Player::GetVelocity() const { return m_velocity; } | ||||
|  | ||||
| Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); } | ||||
|   | ||||
| @@ -26,6 +26,7 @@ public: | ||||
|  | ||||
| 	void SetDirection(Vector3f dir); | ||||
| 	Vector3f GetPosition() const; | ||||
| 	Vector3f GetPositionAbs() const; | ||||
| 	Vector3f GetDirection() const; | ||||
| 	Vector3f GetVelocity() const; | ||||
| 	Vector3f GetPOV() const; | ||||
|   | ||||
| @@ -1248,7 +1248,7 @@ void Engine::Render(float elapsedTime) { | ||||
| 				sync_acc -= 1000; | ||||
| 				sync.sid = id; | ||||
| 				sync.timestamp = tstamp; | ||||
| 				sync.position = m_player.GetPosition(); | ||||
| 				sync.position = m_player.GetPositionAbs(); | ||||
| 				sync.hp = m_player.GetHP(); | ||||
| 				 | ||||
| 				// TODO: Garrocher ca quelque-part.  | ||||
|   | ||||
| @@ -33,48 +33,51 @@ void RemotePlayer::Init() | ||||
|  | ||||
| void RemotePlayer::Feed(const netprot::Output out) { | ||||
|  | ||||
| 	//current.position = out.position; | ||||
| 	//current.direction = out.direction; | ||||
| 	//current.states = out.states; | ||||
| 	//current.id = out.id; | ||||
| 	current.position = out.position; | ||||
| 	current.direction = out.direction; | ||||
| 	current.states = out.states; | ||||
| 	current.id = out.id; | ||||
|  | ||||
| 	//if (current.position != previous.position) | ||||
| 	//{ | ||||
| 	//	Vector3f positionDelta = current.position - previous.position; | ||||
| 	//	m_position = current.position + positionDelta; | ||||
| 	//	m_direction = current.direction;		 | ||||
| 	if (current.position != previous.position) | ||||
| 	{ | ||||
| 		Vector3f positionDelta = current.position - previous.position; | ||||
| 		m_position = current.position + positionDelta; | ||||
| 		m_direction = current.direction;		 | ||||
|  | ||||
| 	//} | ||||
| 	} | ||||
|  | ||||
| 	//if(current.direction != previous.direction) | ||||
| 	//{ | ||||
| 	//	m_direction = current.direction; | ||||
| 	//	current.direction = current.direction; | ||||
| 	//} | ||||
| 	if(current.direction != previous.direction) | ||||
| 	{ | ||||
| 		m_direction = current.direction; | ||||
| 		current.direction = current.direction; | ||||
| 	} | ||||
|  | ||||
| 	//if (current.states.shooting) { | ||||
| 	//	m_animstate = Anim::SHOOTING; | ||||
| 	//} | ||||
| 	//else if (current.states.jumping) { | ||||
| 	//	m_animstate = Anim::JUMPING; | ||||
| 	//} | ||||
| 	//else if (current.states.dead) { | ||||
| 	//	m_animstate = Anim::DEAD; | ||||
| 	//} | ||||
| 	//else if(current.states.powerup){ | ||||
| 	//	m_animstate = Anim::POWERUP; | ||||
| 	//} | ||||
| 	//else if (current.states.still) { | ||||
| 	//	m_animstate = Anim::STILL; | ||||
| 	//} | ||||
| 	//else if (current.states.running) { | ||||
| 	//	m_animstate = Anim::RUNNING; | ||||
| 	//} | ||||
| 	if (current.states.shooting) { | ||||
| 		m_animstate = Anim::SHOOTING; | ||||
| 	} | ||||
| 	else if (current.states.jumping) { | ||||
| 		m_animstate = Anim::JUMPING; | ||||
| 	} | ||||
| 	else if (current.states.dead) { | ||||
| 		m_animstate = Anim::DEAD; | ||||
| 	} | ||||
| 	else if(current.states.powerup){ | ||||
| 		m_animstate = Anim::POWERUP; | ||||
| 	} | ||||
| 	else if (current.states.still) { | ||||
| 		m_animstate = Anim::STILL; | ||||
| 	} | ||||
| 	else if (current.states.running) { | ||||
| 		m_animstate = Anim::RUNNING; | ||||
| 	} | ||||
|  | ||||
| 	//previous.direction = current.direction; | ||||
| 	//previous.position = current.position; | ||||
| 	//previous.states = current.states; | ||||
| 	//previous.id = current.id; | ||||
| 	previous.direction = current.direction; | ||||
| 	previous.position = current.position; | ||||
| 	previous.states = current.states; | ||||
| 	previous.id = current.id; | ||||
|  | ||||
| 	m_direction = current.direction; | ||||
| 	m_position = current.position; | ||||
| } | ||||
|  | ||||
| void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime) | ||||
|   | ||||
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