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