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@ -126,14 +126,20 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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time += elapsedTime;
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if (time >= 200)
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{
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time -= 200;
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Shooting = !Shooting;
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}
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time -= 200;
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if (!current.states.shooting)
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Shooting = false;
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else {
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Shooting = !Shooting;
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}
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}
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bool isLeft = side.y > 0;
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if (angle >= 0.75) //Face //side positif
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{
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if(current.states.shooting){
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if (Shooting)
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@ -152,10 +158,13 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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else if (current.states.running && current.states.still)
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index = 0;
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}
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else if (angle >= 0.25 && isLeft) //Frontleft
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 18;
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@ -176,6 +185,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (angle >= -0.25 && isLeft) //ProfileLeft
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 20;
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@ -196,6 +207,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (angle >= -0.75 && isLeft) //BackLeft
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 22;
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@ -215,6 +228,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (angle < -0.75) //Dos //side négatif
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 24;
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@ -236,6 +251,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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else if (angle >= 0.25 && !isLeft) //FrontRight
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 19;
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@ -256,6 +272,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (angle >= -0.25 && !isLeft) //ProfileRight
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 21;
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@ -276,6 +294,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (angle >= -0.75 && !isLeft) //BackRight
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 23;
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