ghfudk
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@ -124,17 +124,15 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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bool isLeft = side.y > 0;
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time += elapsedTime;
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if (time >= 200)
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if (time >= 100)
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{
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time -= 200;
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time -= 100;
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if (!current.states.shooting)
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Shooting = false;
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else
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Shooting = !Shooting;
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}
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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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@ -142,6 +140,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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index = 17;
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else
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index = 9;
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std::cout << "face" << std::endl;
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}
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else if (current.states.jumpshot) {
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if (Shooting)
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@ -162,6 +162,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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index = 18;
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else
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index = 10;
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std::cout << "Frontleft" << std::endl;
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}
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else if (current.states.jumpshot) {
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if (Shooting)
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@ -182,6 +184,9 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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index = 20;
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else
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index = 12;
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std::cout << "ProfileLeft" << std::endl;
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}
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else if (current.states.jumpshot ) {
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if (Shooting)
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@ -202,6 +207,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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index = 22;
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else
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index = 14;
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std::cout << "BackLeft" << std::endl;
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}
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else if (current.states.jumpshot) {
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if (Shooting)
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@ -221,6 +228,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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index = 24;
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else
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index = 16;
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std::cout << "Dos" << std::endl;
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}
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else if (current.states.jumpshot) {
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if (Shooting)
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@ -241,6 +250,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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index = 19;
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else
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index = 11;
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std::cout << "FrontRight" << std::endl;
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}
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else if (current.states.jumpshot) {
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if (Shooting)
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@ -261,6 +272,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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index = 21;
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else
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index = 13;
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std::cout << "ProfileRight" << std::endl;
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}
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else if (current.states.jumpshot) {
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if (Shooting)
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@ -281,6 +294,10 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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index = 23;
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else
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index = 15;
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std::cout << "BackRight" << std::endl;
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}
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else if (current.states.jumpshot) {
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if (Shooting)
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