SQC-15_online #1
| @@ -146,7 +146,7 @@ Timestamp Connection::Run(World* world) { | |||||||
|  |  | ||||||
| 		out.states.jumping = player->GetIsAirborne(); //abs(player->GetVelocity().y) > .2f; | 		out.states.jumping = player->GetIsAirborne(); //abs(player->GetVelocity().y) > .2f; | ||||||
| 		out.states.running = player->GetVelocity().Length() > .5f; | 		out.states.running = player->GetVelocity().Length() > .5f; | ||||||
| 		out.states.still = !out.states.running; | 		out.states.still = !out.states.running && !out.states.jumping; | ||||||
| 		out.states.hit = player->m_hit; | 		out.states.hit = player->m_hit; | ||||||
| 		player->m_hit = false; | 		player->m_hit = false; | ||||||
|  |  | ||||||
|   | |||||||
| @@ -1287,15 +1287,15 @@ void Engine::Render(float elapsedTime) { | |||||||
| 				for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) { | 				for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) { | ||||||
| 					if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) { | 					if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) { | ||||||
| 						m_bullets[x]->~Bullet(); | 						m_bullets[x]->~Bullet(); | ||||||
| 						if (m_whoosh[x]) | 						//if (m_whoosh[x]) | ||||||
| 							m_whoosh[x]->drop(); | 						//	m_whoosh[x]->drop(); | ||||||
| 						m_bullets[x] = nullptr; | 						//m_bullets[x] = nullptr; | ||||||
| 						m_whoosh[x] = nullptr; | 						m_whoosh[x] = nullptr; | ||||||
| 						break; | 						break; | ||||||
| 					} | 					} | ||||||
| 					else if (!m_whoosh[x]) { | 				//	else if (!m_whoosh[x]) { | ||||||
| 						m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length()); | 				//		m_whoosh[x] = m_audio.Create3DAudioObj(m_whoosh[x], AUDIO_PATH "noise.wav", m_bullets[x]->getPos(), m_bullets[x]->getVel(), true, (m_bullets[x]->getPos() - m_player.GetPosition()).Length()); | ||||||
| 					} | 				//	} | ||||||
| 					else { | 					else { | ||||||
| 						Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel(); | 						Vector3f pos = m_bullets[x]->getPos(), vel = m_bullets[x]->getVel(); | ||||||
| 						m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length()); | 						m_audio.Render3DAudioObj(m_whoosh[x], pos, vel, 5 - (m_bullets[x]->getPos() - m_player.GetPosition()).Length()); | ||||||
|   | |||||||
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