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5696e20452
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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.running || current.states.still)
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index = 0;
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}
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@ -173,7 +173,7 @@ 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.running || current.states.still)
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index = 1;
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}
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@ -193,7 +193,7 @@ 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.running || current.states.still)
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index = 3;
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}
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@ -213,7 +213,7 @@ 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.running || current.states.still)
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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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@ -232,7 +232,7 @@ 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.running || current.states.still)
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index = 7;
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}
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@ -252,7 +252,7 @@ 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.running || current.states.still)
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index = 2;
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}
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@ -272,7 +272,7 @@ 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.running || current.states.still)
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index = 4;
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}
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@ -292,7 +292,7 @@ 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.running || current.states.still)
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index = 6;
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}
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