kjhg
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@ -130,14 +130,9 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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time -= 0.05;
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Shooting = !Shooting;
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/*if (!current.states.shooting)
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Shooting = false;
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else
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Shooting = true;*/
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}
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std::cout << Shooting << std::endl;
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//std::cout << time << std::endl;
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//std::cout << "shooting : " << current.states.shooting << " jumping : " << current.states.jumping << " jumpshot : " << current.states.jumpshot << " running : " << current.states.running << " still : " << current.states.still << " dead : " << current.states.dead << " hit : " << current.states.hit << std::endl;
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std::cout << "shooting : " << current.states.shooting << " jumping : " << current.states.jumping << " jumpshot : " << current.states.jumpshot << " running : " << current.states.running << " still : " << current.states.still << " dead : " << current.states.dead << " hit : " << current.states.hit << std::endl;
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if (angle >= 0.75) //Face - side positif
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{
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@ -321,9 +316,23 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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atlas.TextureIndexToCoord(index, u, v, w, h);
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glEnable(GL_BLEND);
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if (current.states.hit)
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{
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendColor(1.f, 0.f, 0.f, 1.f);
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}
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else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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glBlendEquation(GL_FUNC_ADD);
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glLoadMatrixf(tran.GetMatrix().GetInternalValues());
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glBegin(GL_QUADS);
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glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z);
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