Double jump!
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		@@ -20,18 +20,24 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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	static float accjmp = 0;
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	static float yrotrad = 0;
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	static float xrotrad = 0;
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	static bool jumped = false;
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	static bool jumped = true;
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	static int dbljump = 0; // Peut sauter ou dasher tant que la variable est en dessous de 2.
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	static int dashtimeout = 0;
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	if (dashtimeout > 0) {
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		dash = false;
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		--dashtimeout;
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	}
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	else if (dash) dashtimeout = 100;
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	if ((jump || dash) && !jumped) {
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		accjmp = jump? m_jumpforce: 0.1f;
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	if (jumped && !jump) jumped = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
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	if (dash) dashtimeout = 100;
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	if ((jump || dash) && dbljump < 2 && !jumped ) {
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		accjmp += jump? m_jumpforce: 0.1f;
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		jumped = true;
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		dbljump++;
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		std::cout << accjmp << std::endl;
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	}
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	else if (m_position.y > -0.2f && accjmp != 0) {
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		if (accjmp > 0.f) {
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@@ -48,43 +54,40 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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			if (jump) accjmp -= elapsedTime * 0.7;
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			else accjmp -= elapsedTime * 0.9;
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		}
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		//front = false; // Emp<6D>che le d<>placement dans les airs.
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		//back = false;
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		//left = false;
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		//right = false;
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	}
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	else accjmp = 0;
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	if (m_position.y < 0.f) { //&& jumped) { // Suivi de mouvement pour l'atterrissage.
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	if (m_position.y < 0.f) { // Suivi de mouvement pour l'atterrissage.
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		m_position.y += elapsedTime * 5.f;
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		if (m_position.y > 0.f) {
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			jumped = false;
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			dbljump = 0;
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			m_position.y = 0;
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		}
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	}
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	m_position.y += accjmp;
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	if (!jumped && ( left || right || front || back)) {
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	if (dbljump < 1 && ( left || right || front || back) || dash && !(left || right || front || back)) {
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		yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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		xrotrad = (m_rotX / 57.2957795056f);
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		if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuy<75> seul.
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	}
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	m_position.y += accjmp;
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	if (front) {
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		if (!jumped)
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		if (jumped == 0)
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			if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed;
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		if (dash) {
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			accWS *= 3.f;
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			++accWS *= 3.f;
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			//m_position.y += float(-sin(xrotrad)) * elapsedTime * 70; // <20> remettre pour impl<70>menter une fonction de vol.
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		}
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		m_position.x += float(sin(yrotrad)) * elapsedTime * accWS;
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		m_position.z += float(-cos(yrotrad)) * elapsedTime * accWS;
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	}
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	else if (back) {
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		if (!jumped)
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		if (jumped == 0)
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			if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed;
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		if (dash) {
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			accWS *= 3.f;
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			--accWS *= 3.f;
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			//m_position.y += float(sin(xrotrad)) * elapsedTime * 20; // <20> remettre pour impl<70>menter une fonction de vol.
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		} 
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		m_position.x += float(-sin(yrotrad)) * elapsedTime * -accWS;
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@@ -99,16 +102,16 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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	}
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	if (left) {
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		if (!jumped)
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		if (jumped == 0)
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			if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed;
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		if (dash) accAD *= 3.f;
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		if (dash) ++accAD *= 3.f;
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		m_position.x += float(-cos(yrotrad)) * elapsedTime * accAD;
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		m_position.z += float(-sin(yrotrad)) * elapsedTime * accAD;
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	}
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	else if (right) {
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		if (!jumped)
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		if (jumped == 0)
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			if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed;
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		if (dash) accAD *= 3.f;
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		if (dash) --accAD *= 3.f;
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		m_position.x += float(cos(yrotrad)) * elapsedTime * -accAD;
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		m_position.z += float(sin(yrotrad)) * elapsedTime * -accAD;
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	}
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