|  |  | @@ -103,7 +103,7 @@ void Engine::Init() { | 
			
		
	
		
		
			
				
					
					|  |  |  | 	m_world.SetSeed(seed); |  |  |  | 	m_world.SetSeed(seed); | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	m_startTime = std::chrono::high_resolution_clock::now(); |  |  |  | 	m_startTime = std::chrono::high_resolution_clock::now(); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	m_remotePlayer.SetPosition(Vector3f(.5, CHUNK_SIZE_Y + 10., .5)); | 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					|  |  |  | 	// Gestion de souris. |  |  |  | 	// Gestion de souris. | 
			
		
	
		
		
			
				
					
					|  |  |  | 	CenterMouse(); |  |  |  | 	CenterMouse(); | 
			
		
	
		
		
			
				
					
					|  |  |  | 	HideCursor(); |  |  |  | 	HideCursor(); | 
			
		
	
	
		
		
			
				
					
					|  |  | @@ -188,67 +188,67 @@ void Engine::LoadResource() { | 
			
		
	
		
		
			
				
					
					|  |  |  | 	//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM  |  |  |  | 	//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM  | 
			
		
	
		
		
			
				
					
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					|  |  |  | 	//STILL//STANDING |  |  |  | 	//STILL//STANDING | 
			
		
	
		
		
			
				
					
					|  |  |  | 	TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); |  |  |  | 	TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); //0 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png"); |  |  |  | 	TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png"); //1 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png"); |  |  |  | 	TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png"); //2 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png"); |  |  |  | 	TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png"); //3 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png"); |  |  |  | 	TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png"); //4 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png"); |  |  |  | 	TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png"); //5 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png"); |  |  |  | 	TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png"); //6  | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png"); |  |  |  | 	TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png"); //7 | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  | 	//SHOOTINGSTILL SANS TIRER |  |  |  | 	//SHOOTINGSTILL SANS TIRER | 
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////9 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////10 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png"); ////11 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png"); ////12 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png"); ////13 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png"); ////14 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png"); ////15 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png"); ////16 | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  | 	//SHOOTINGSTILL TIRER |  |  |  | 	//SHOOTINGSTILL TIRER | 
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueFrontRightShootingRightShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueFrontRightShootingRightShoot1.png"); ////17 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueLeftShootingLeftShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueLeftShootingLeftShoot1.png"); ////18 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueRightShootingRightShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueRightShootingRightShoot1.png"); ////19 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingLeftShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingLeftShoot1.png"); ////20 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingRightShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingRightShoot1.png"); ////21  | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackLeftShootingLeftShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackLeftShootingLeftShoot1.png"); ////22 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackRightShootingRightShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackRightShootingRightShoot1.png"); ////23 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueShootingBackRightShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueShootingBackRightShoot1.png"); ////24 | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  | 	//JUMP |  |  |  | 	//JUMP | 
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png"); ////25 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); ////26 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png"); ////27 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); ////28 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); ////29 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); ////30 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); ////31 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); ////32 | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  | 	//SHOOTINGJUMP SANS TIRER   |  |  |  | 	//SHOOTINGJUMP SANS TIRER   | 
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontJumpRightShootingRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontJumpRightShootingRight.png"); ////33 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontLeftJumpLeftShootingLeft.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontLeftJumpLeftShootingLeft.png"); ////34 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontRightJumpRightShootingRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontRightJumpRightShootingRight.png"); ////35 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueProfilLeftJumpLeftShootingLeft.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueProfilLeftJumpLeftShootingLeft.png");  ////36 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BluerProfilRightJumprightShootingRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BluerProfilRightJumprightShootingRight.png"); ////37 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackLeftJumpLeftShootingLeft.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackLeftJumpLeftShootingLeft.png"); ////38 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackRightJumpRightShootingRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackRightJumpRightShootingRight.png"); ////39 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackJumpRightShootingRight.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackJumpRightShootingRight.png"); ////40 | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  | 	//SHOOTINGJUMP TIRER |  |  |  | 	//SHOOTINGJUMP TIRER | 
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontJumpRightShootingRightShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontJumpRightShootingRightShoot1.png"); ////41 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontLeftJumpLeftShootingLeftShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontLeftJumpLeftShootingLeftShoot1.png"); ////42 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontRightJumpRightShootingRightShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontRightJumpRightShootingRightShoot1.png"); ////43 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueProfilLeftJumpLeftShootingLeftShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueProfilLeftJumpLeftShootingLeftShoot1.png"); ////44 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BluerProfilRightJumprightShootingRightShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BluerProfilRightJumprightShootingRightShoot1.png"); ////45 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackLeftJumpLeftShootingLeftShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackLeftJumpLeftShootingLeftShoot1.png"); ////46 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackRightJumpRightShootingRightShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackRightJumpRightShootingRightShoot1.png"); ////47 | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  | 	//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackJumpRightShootingRightShoot1.png"); |  |  |  | 	//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackJumpRightShootingRightShoot1.png"); ////48 | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  | @@ -1331,6 +1331,8 @@ void Engine::Render(float elapsedTime) { | 
			
		
	
		
		
			
				
					
					|  |  |  | 		m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo); |  |  |  | 		m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo); | 
			
		
	
		
		
			
				
					
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					|  |  |  | 		//m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all); |  |  |  | 		//m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 	/*	m_remotePlayer.ApplyPhysics(Vector3f(0, 0, 0), &m_world, elapsedTime); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  | 		m_remotePlayer.Render(m_animeAtlas, m_shader01, all ,elapsedTime , m_player);*/ | 
			
		
	
		
		
			
				
					
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					|  |  |  | 		m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); |  |  |  | 		m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas); | 
			
		
	
		
		
			
				
					
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					|  |  | @@ -1510,7 +1512,7 @@ void Engine::Render(float elapsedTime) { | 
			
		
	
		
		
			
				
					
					|  |  |  | 			for (auto& [key, player] : m_players) { |  |  |  | 			for (auto& [key, player] : m_players) { | 
			
		
	
		
		
			
				
					
					|  |  |  | 				RemotePlayer* rt = static_cast<RemotePlayer*>(player); |  |  |  | 				RemotePlayer* rt = static_cast<RemotePlayer*>(player); | 
			
		
	
		
		
			
				
					
					|  |  |  | 				glClear(GL_STENCIL_BUFFER_BIT); |  |  |  | 				glClear(GL_STENCIL_BUFFER_BIT); | 
			
		
	
		
		
			
				
					
					|  |  |  | 				rt->Render(m_animeAtlas, m_shader01, all, elapsedTime); |  |  |  | 				rt->Render(m_animeAtlas, m_shader01, all, elapsedTime, m_player); | 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					|  |  |  | 				m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie. |  |  |  | 				m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie. | 
			
		
	
		
		
			
				
					
					|  |  |  | 			} |  |  |  | 			} | 
			
		
	
		
		
			
				
					
					|  |  |  | 			glEnable(GL_CULL_FACE); |  |  |  | 			glEnable(GL_CULL_FACE); | 
			
		
	
	
		
		
			
				
					
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