ehm
This commit is contained in:
parent
e8ca08ecab
commit
10b8d77734
@ -225,7 +225,6 @@ void Server::Run() {
|
||||
break;
|
||||
case SYNC:
|
||||
if (Deserialize(&sync, pck, &bsize)) {}
|
||||
//m_nsync = true;
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
@ -234,7 +233,7 @@ void Server::Run() {
|
||||
|
||||
if (conn->m_nsync) {
|
||||
conn->Run(m_world);
|
||||
conn->sendPacks(m_sock_udp, m_players);
|
||||
conn->sendPacks(m_sock_udp, m_players, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -332,7 +332,7 @@ void Engine::Init() {
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glEnable(GL_POINT_SMOOTH);
|
||||
glEnable(GL_BLEND);
|
||||
//glEnable(GL_CULL_FACE);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
@ -739,6 +739,7 @@ void Engine::DisplayHud(int timer) {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glLoadIdentity();
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
float itemBackgroundWidthProportion = 0.25f;
|
||||
float itemBackgroundHeightProportion = 0.175f;
|
||||
@ -1334,10 +1335,10 @@ void Engine::Render(float elapsedTime) {
|
||||
Sync comp = m_syncs[sync.timestamp];
|
||||
m_player.InflictDamage(sync.hp - comp.hp);
|
||||
|
||||
std::cout << "SID: " << sync.sid << "HP: " << sync.hp << " Pos: " << sync.position << std::endl;
|
||||
std::cout << comp.position << " - " << sync.position << std::endl;
|
||||
|
||||
Vector3f diff = sync.position - comp.position;
|
||||
if (diff.Length() > .5)
|
||||
if (diff.Length() > 2.5)
|
||||
m_player.Move(diff);
|
||||
|
||||
// TODO: Syncer sync.timer avec le timer
|
||||
@ -1363,12 +1364,14 @@ void Engine::Render(float elapsedTime) {
|
||||
}
|
||||
lsPck.clear();
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
for (auto& [key, player] : m_players) {
|
||||
RemotePlayer* rt = static_cast<RemotePlayer*>(player);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
rt->Render(m_animeAtlas, m_shader01, all, elapsedTime);
|
||||
m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.
|
||||
}
|
||||
glEnable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user