Bonne idée.
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3b0f9650d4
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1762043757
@ -40,6 +40,7 @@ public:
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int getScore() const;
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void addPoint();
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uint64_t Killer = 0;
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std::string m_username;
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private:
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uint64_t getId() const;
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@ -49,7 +50,6 @@ protected:
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Vector3f m_velocity;
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Vector3f m_direction;
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std::string m_username;
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uint64_t id = 0;
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int m_score = 0;
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@ -118,6 +118,11 @@ Timestamp Connection::Run(World* world) {
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if (m_input_manifest.size() < 2)
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return tstamp;
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if (player->AmIDead()) {
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m_input_manifest.clear();
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return tstamp;
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}
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while (m_last_in < m_input_vector.size() - 1) {
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in = m_input_vector.at(m_last_in + 1);
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last = m_input_vector.at(m_last_in);
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@ -203,6 +203,7 @@ void Server::Run() {
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int x = 0,// (rand() % (CHUNK_SIZE_X * WORLD_SIZE_X - 1)),// -(CHUNK_SIZE_X * WORLD_SIZE_X / 2),
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y = 0;// (rand() % (CHUNK_SIZE_Y * WORLD_SIZE_Y - 1));// -(CHUNK_SIZE_Y * WORLD_SIZE_Y / 2);
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conn->player = new Player(Vector3f(x + .5f, CHUNK_SIZE_Y + 1.8f, y + .5f));
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conn->player->m_username = conn->GetName();
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m_players[key] = conn->player;
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Sync sync;
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sync.position = conn->player->GetPositionAbs();
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@ -230,6 +231,7 @@ void Server::Run() {
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last = tstamp;
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sync_acc += tstamp - last;
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if (sync_acc >= 1000) {
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while (sync_acc >= 1000)
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sync_acc -= 1000;
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--timer;
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std::string str = "Timer: ";
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@ -269,7 +271,7 @@ void Server::Run() {
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if (conn->m_nsync) {
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Timestamp tstamp = conn->Run(m_world);
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if (conn->player->AmIDead()) {
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if (conn->player->AmIDead() && tstamp) {
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Chat chat;
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chat.dest_id = chat.dest_team_id = chat.src_id = 0;
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@ -277,10 +279,10 @@ void Server::Run() {
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std::string mess = getDeathMessage(conn->player->GetUsername(), killer);
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strcpy(chat.mess, mess.c_str());
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strcpy(chat.mess, 140, mess.c_str());
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Log("You is dead", false, false);
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m_chatlog[tstamp] = chat;
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++deadplayers;
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conn->m_nsync == false;
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}
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@ -434,14 +436,20 @@ std::string Server::getDeathMessage(std::string username, std::string killer) co
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std::string temp = DEATHMESSAGES.at(rand() % DEATHMESSAGES.size());
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size_t ind = temp.find('@');
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size_t indk = temp.find('$');
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bool bypass = false;
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if (ind < indk) {
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if (indk == std::string::npos)
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bypass = true;
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if (ind < indk || bypass) {
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mess.append(temp.substr(0, ind));
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mess.append(username);
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if (!bypass) {
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mess.append(temp.substr(ind + 1, indk));
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mess.append(killer);
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mess.append(temp.substr(indk + 1));
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}
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}
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else {
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mess.append(temp.substr(0, indk));
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mess.append(killer);
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@ -431,6 +431,8 @@ void Engine::DisplayHud(int timer) {
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// HP Bar
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float playerHp = m_player.GetHP();
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if (playerHp < 0.)
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playerHp == 0;
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float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
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float hpBarWidthProportion = 0.25f;
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@ -720,11 +722,11 @@ void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
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ss.str("");
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fPosY -= charSize;
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ss << " Block : ";
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if (bloc == BTYPE_LAST)
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ss << "Weapon";
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else
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ss << (int)bloc;
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//ss << " Block : ";
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//if (bloc == BTYPE_LAST)
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// ss << "Weapon";
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//else
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// ss << (int)bloc;
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PrintText(fPosX, fPosYJump, ss.str());
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}
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@ -1341,10 +1343,6 @@ void Engine::Render(float elapsedTime) {
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m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), false, 1.f);
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fell = true;
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}
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else if (m_player.GetPosition().y < -20.f) {
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m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
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fell = false;
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}
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if (m_networkgame) { // Pour se gerer le paquet.
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static bool has_synced = false;
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@ -1381,6 +1379,7 @@ void Engine::Render(float elapsedTime) {
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}
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if (cmod_acc >= 1000) {
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while (cmod_acc >= 1000)
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cmod_acc -= 1000;
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if (!m_chunkmod_manifest.empty()) {
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ChunkMod* cmod = m_chunkmod_manifest.front();
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