Améliorations du bobbing.
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		@@ -25,7 +25,7 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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	static int dashtimeout = 0;
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	static float gametime = 0;
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	if (gametime <= 180) gametime += elapsedTime*10; else gametime = 0;
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	if (gametime <= 180.f) gametime += elapsedTime*m_topspeed/2; else gametime = 0;
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	if (dashtimeout > 0) {
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		dash = false;
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@@ -83,7 +83,7 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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		if (dash) accWS *= accWS > 0.f ? 3.f : -1.f;
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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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		m_position.y += (sin(gametime) - 0.5f) / 10.f;
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		m_position.y += (sin(gametime) - 0.5f) / 20.f;
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	}
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	else if (back) {
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		if (dbljump == 0)
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@@ -91,14 +91,14 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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		if (dash) accWS *= accWS < 0.f? 3.f: -1.f;
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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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		m_position.y += (sin(gametime) - 0.5f) / 10.f;
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		m_position.y += (sin(gametime) - 0.5f) / 20.f;
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	}
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	else if (accWS != 0) {
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		accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.f ? 10 : 120) : accWS + elapsedTime * (m_position.y > 0.f ? 10 : 120);
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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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		m_position.y += (sin(gametime) - 0.5f) / 10.f;
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		m_position.y += (sin(gametime) - 0.5f) / 30.f;
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		if (accWS < 1 && accWS > -1) accWS = 0;
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	}
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@@ -108,7 +108,7 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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		if (dash) accAD *= accAD > 0.f? 3.f: -1.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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		m_position.y += (sin(gametime) - 0.5f) / 10.f;
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		m_position.y += (sin(gametime) - 0.5f) / 20.f;
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	}
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	else if (right) {
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		if (dbljump == 0)
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@@ -116,13 +116,13 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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		if (dash) accAD *= accAD < 0.f ? 3.f : -1.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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		m_position.y += (sin(gametime) - 0.5f) / 10.f;
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		m_position.y += (sin(gametime) - 0.5f) / 20.f;
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	}
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	else if (accAD != 0) {
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		accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.f ? 10 : 120) : accAD + elapsedTime * (m_position.y > 0.f ? 10 : 120);
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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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		m_position.y += (sin(gametime) - 0.5f) / 10.f;
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		m_position.y += (sin(gametime) - 0.5f) / 30.f;
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		if (accAD < 1 && accAD > -1) accAD = 0;
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	}
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