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@ -145,13 +145,13 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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else
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index = 9;
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}
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else if (current.states.jumping && current.states.shooting) {
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else if (current.states.jumping && current.states.shooting && m_position.y > 0) {
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if (Shooting)
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index = 41;
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else
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index = 33;
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}
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else if (current.states.jumping)
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else if (current.states.jumping && m_position.y > 0)
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index = 25;
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else if (current.states.running && current.states.still)
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index = 0;
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@ -165,13 +165,13 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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else
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index = 10;
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}
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else if (current.states.jumping && current.states.shooting) {
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else if (current.states.jumping && current.states.shooting && m_position.y > 0) {
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if (Shooting)
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index = 42;
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else
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index = 34;
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}
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else if (current.states.jumping)
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else if (current.states.jumping && m_position.y > 0)
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index = 26;
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else if (current.states.running && current.states.still)
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index = 1;
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@ -185,13 +185,13 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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else
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index = 12;
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}
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else if (current.states.jumping && current.states.shooting) {
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else if (current.states.jumping && current.states.shooting && m_position.y > 0) {
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if (Shooting)
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index = 44;
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else
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index = 36;
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}
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else if (current.states.jumping)
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else if (current.states.jumping && m_position.y > 0)
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index = 28;
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else if (current.states.running && current.states.still)
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index = 3;
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@ -205,13 +205,13 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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else
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index = 14;
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}
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else if (current.states.jumping && current.states.shooting) {
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else if (current.states.jumping && current.states.shooting && m_position.y > 0) {
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if (Shooting)
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index = 46;
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else
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index = 38;
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}
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else if (current.states.jumping)
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else if (current.states.jumping && m_position.y > 0)
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index = 30;
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else if (current.states.running && current.states.still)
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index = 5;
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@ -224,13 +224,13 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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else
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index = 16;
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}
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else if (current.states.jumping && current.states.shooting) {
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else if (current.states.jumping && current.states.shooting && m_position.y > 0) {
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if (Shooting)
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index = 48;
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else
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index = 40;
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}
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else if (current.states.jumping)
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else if (current.states.jumping && m_position.y > 0)
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index = 32;
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else if (current.states.running && current.states.still)
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index = 7;
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@ -244,13 +244,13 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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else
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index = 11;
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}
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else if (current.states.jumping && current.states.shooting) {
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else if (current.states.jumping && current.states.shooting && m_position.y > 0) {
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if (Shooting)
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index = 43;
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else
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index = 35;
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}
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else if (current.states.jumping)
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else if (current.states.jumping && m_position.y > 0)
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index = 27;
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else if (current.states.running && current.states.still)
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index = 2;
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@ -264,13 +264,13 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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else
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index = 13;
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}
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else if (current.states.jumping && current.states.shooting) {
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else if (current.states.jumping && current.states.shooting && m_position.y > 0) {
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if (Shooting)
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index = 45;
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else
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index = 37;
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}
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else if (current.states.jumping)
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else if (current.states.jumping && m_position.y > 0)
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index = 29;
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else if (current.states.running && current.states.still)
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index = 4;
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@ -284,13 +284,13 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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else
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index = 15;
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}
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else if (current.states.jumping && current.states.shooting) {
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else if (current.states.jumping && current.states.shooting && m_position.y > 0) {
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if (Shooting)
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index = 47;
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else
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index = 39;
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}
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else if (current.states.jumping)
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else if (current.states.jumping && m_position.y > 0)
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index = 31;
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else if (current.states.running && current.states.still)
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index = 6;
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