l;kjhgfd
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0e45b2b81e
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@ -153,7 +153,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping)
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index = 25;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 0;
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}
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@ -175,7 +175,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping )
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index = 26;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 1;
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}
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@ -198,7 +198,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping )
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index = 28;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 3;
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}
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@ -220,7 +220,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping)
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index = 30;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 5;
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}
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else if (angle < -0.75) //Dos - side négatif
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@ -241,7 +241,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping )
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index = 32;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 7;
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}
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@ -263,7 +263,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping)
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index = 27;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 2;
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}
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@ -285,7 +285,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping)
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index = 29;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 4;
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}
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@ -309,7 +309,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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}
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else if (current.states.jumping)
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index = 31;
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else if (current.states.running && current.states.still)
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else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
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index = 6;
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}
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