:clock: côté client
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@ -1241,12 +1241,16 @@ void Engine::Render(float elapsedTime) {
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Sync sync;
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uint64_t id = m_conn.getId();
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static std::vector<char*> lsPck;
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static uint64_t sync_acc = 0;
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sync_acc += tstamp;
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if (false) { // TODO: Faire un checkup pour chaque ~1000ms.
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if (sync_acc >= 1000) {
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sync_acc -= 1000;
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sync.sid = id;
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sync.timestamp = tstamp;
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sync.position = m_player.GetPosition();
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sync.hp = m_player.GetHP();
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// TODO: Garrocher ca quelque-part.
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}
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