Pleurer en animation
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@ -36,9 +36,9 @@ void RemotePlayer::Feed(const netprot::Output out) {
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m_position = Vector3f(out.position);
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m_direction = Vector3f(out.direction);
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std::cout << "dead : " << out.states.dead << "hit :" << out.states.hit << "Jump :" << out.states.jumping << "JumpShot : " << out.states.jumpshot << "Running : " << out.states.running << "Shooting : " << out.states.shooting << "Still : " << out.states.still << std::endl;
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std::cout << "Dead: " << out.states.dead << " Hit:" << out.states.hit << " Jump:" << out.states.jumping << " JumpShot: " << out.states.jumpshot << " Running: " << out.states.running << " Shooting: " << out.states.shooting << " Still: " << out.states.still << std::endl;
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//std::cout << "powerUp " << out.states.powerup << std::endl;
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current.states = out.states;
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//current.position = out.position;
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//current.direction = out.direction;
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@ -120,24 +120,188 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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angle = -angle;
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Vector3f side = angleRemote.Cross(angleCam);
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static bool Shooting = false;
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bool isLeft = side.y > 0;
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if (angle >= 0.75 ) //Face //side positif
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index = 0;
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if (angle >= 0.75) //Face //side positif
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{
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if(current.states.shooting){
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if (Shooting)
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index = 17;
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else
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index = 9;
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}
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else if (current.states.jumpshot) {
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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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index = 25;
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else if (current.states.running && current.states.still)
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index = 0;
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Shooting = !Shooting;
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}
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else if (angle >= 0.25 && isLeft) //Frontleft
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index = 1;
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 18;
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else
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index = 10;
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}
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else if (current.states.jumpshot) {
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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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index = 26;
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else if (current.states.running && current.states.still)
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index = 1;
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Shooting = !Shooting;
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}
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else if (angle >= -0.25 && isLeft) //ProfileLeft
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index = 3;
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 20;
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else
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index = 12;
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}
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else if (current.states.jumpshot) {
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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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index = 28;
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else if (current.states.running && current.states.still)
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index = 3;
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Shooting = !Shooting;
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}
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else if (angle >= -0.75 && isLeft) //BackLeft
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index = 5;
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 22;
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else
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index = 14;
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}
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else if (current.states.jumpshot) {
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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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index = 30;
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else if (current.states.running && current.states.still)
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index = 5;
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Shooting = !Shooting;
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}
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else if (angle < -0.75) //Dos //side négatif
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index = 7;
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 24;
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else
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index = 16;
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}
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else if (current.states.jumpshot) {
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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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index = 32;
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else if (current.states.running && current.states.still)
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index = 7;
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Shooting = !Shooting;
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}
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else if (angle >= 0.25 && !isLeft) //FrontRight
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index = 2;
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 19;
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else
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index = 11;
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}
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else if (current.states.jumpshot) {
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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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index = 27;
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else if (current.states.running && current.states.still)
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index = 2;
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Shooting = !Shooting;
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}
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else if (angle >= -0.25 && !isLeft) //ProfileRight
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index = 4;
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 21;
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else
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index = 13;
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}
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else if (current.states.jumpshot) {
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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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index = 29;
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else if (current.states.running && current.states.still)
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index = 4;
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Shooting = !Shooting;
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}
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else if (angle >= -0.75 && !isLeft) //BackRight
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index = 6;
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{
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if (current.states.shooting) {
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if (Shooting)
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index = 23;
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else
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index = 15;
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}
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else if (current.states.jumpshot) {
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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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index = 31;
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else if (current.states.running && current.states.still)
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index = 6;
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Shooting = !Shooting;
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}
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float u, v, w, h;
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