ALLO
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@ -125,9 +125,9 @@ 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 >= 100)
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if (time >= 500)
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{
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time -= 100;
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time -= 500;
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if (!current.states.shooting)
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Shooting = false;
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else
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@ -144,7 +144,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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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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@ -157,6 +156,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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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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else if (angle >= 0.25 && isLeft) //Frontleft
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{
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@ -166,7 +167,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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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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@ -178,6 +178,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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index = 26;
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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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else if (angle >= -0.25 && isLeft) //ProfileLeft
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@ -188,8 +189,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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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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@ -201,6 +200,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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index = 28;
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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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else if (angle >= -0.75 && isLeft) //BackLeft
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@ -211,7 +211,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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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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@ -223,6 +222,8 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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index = 30;
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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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{
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@ -232,7 +233,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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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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@ -244,6 +244,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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index = 32;
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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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else if (angle >= 0.25 && !isLeft) //FrontRight
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@ -253,8 +254,6 @@ 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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@ -267,6 +266,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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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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else if (angle >= -0.25 && !isLeft) //ProfileRight
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{
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@ -275,8 +275,6 @@ 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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@ -289,6 +287,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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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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else if (angle >= -0.75 && !isLeft) //BackRight
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{
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@ -298,9 +297,6 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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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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@ -313,6 +309,7 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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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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