EEEEEEEH BO DEREK, EH
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@ -80,6 +80,7 @@ void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*
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continue;
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//std::cout << m_playinfo.id << ": " << m_playinfo.name << ": " << conn->GetName() << std::endl;
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std::cout << out.id << ": " << out.position << std::endl;
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sendPackTo<Output>(sock, &out, &m_bufout, conn->getAddr());
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}
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m_output_vector.pop_front();
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@ -107,13 +108,14 @@ void Connection::Run(World* world) {
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in.keys.jump, false, el), world, el);
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out.position = player.get()->GetPositionAbs();
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player.get()->GetPositionAbs().Afficher();
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out.direction = in.direction;
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out.timestamp = in.timestamp;
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out.id = m_playinfo.id;
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m_output_manifest[out.timestamp] = out;
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m_output_vector.push_back(out);
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++m_last_in;
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}
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}
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@ -200,7 +200,7 @@ void Server::Run() {
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for (auto& [key, conn] : m_players) { // Creation des instances de joueurs et premier sync.
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conn->player = std::make_unique<Player>(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
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Sync sync;
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sync.position = conn->player->GetPosition();
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sync.position = conn->player->GetPositionAbs();
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sync.hp = conn->player->GetHP();
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sync.sid = key;
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sync.ammo = 0;
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@ -1358,7 +1358,7 @@ void Engine::Render(float elapsedTime) {
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for (auto& [key, player] : m_players) {
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RemotePlayer* rt = static_cast<RemotePlayer*>(player);
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std::cout << key << ": "; rt->GetPosition().Afficher();
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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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}
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