static_cast?

This commit is contained in:
MarcEricMartel 2023-11-26 12:40:08 -05:00
parent 85ab712032
commit 35a5ddd9bd

View File

@ -1344,7 +1344,7 @@ void Engine::Render(float elapsedTime) {
std::cout << "id be no good. "; std::cout << "id be no good. ";
break; break;
} }
RemotePlayer* rt = (RemotePlayer*)m_players[out.id]; RemotePlayer* rt = static_cast<RemotePlayer*>(m_players[out.id]);
rt->Feed(out); rt->Feed(out);
} }
break; break;
@ -1356,7 +1356,7 @@ void Engine::Render(float elapsedTime) {
lsPck.clear(); lsPck.clear();
for (auto& [key, player] : m_players) { for (auto& [key, player] : m_players) {
RemotePlayer* rt = (RemotePlayer*)player; RemotePlayer* rt = static_cast<RemotePlayer*>(player);
std::cout << key << ": "; rt->GetPosition().Afficher(); std::cout << key << ": "; rt->GetPosition().Afficher();
rt->Render(m_animeAtlas, m_shader01, all, elapsedTime); rt->Render(m_animeAtlas, m_shader01, all, elapsedTime);
m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie. m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.