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@ -26,6 +26,7 @@ bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordere
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}
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}
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if (hit && !player->AmIDead()) {
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if (hit && !player->AmIDead()) {
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player->InflictDamage(damage);
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player->InflictDamage(damage);
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player->m_hit = true;
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if (player->AmIDead())
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if (player->AmIDead())
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player->Killer = m_shooter_id;
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player->Killer = m_shooter_id;
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@ -41,6 +41,7 @@ public:
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void addPoint();
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void addPoint();
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uint64_t Killer = 0;
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uint64_t Killer = 0;
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std::string m_username;
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std::string m_username;
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bool m_hit = false;
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private:
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private:
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uint64_t getId() const;
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uint64_t getId() const;
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@ -144,8 +144,11 @@ Timestamp Connection::Run(World* world) {
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player->Killer = GetHash(true);
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player->Killer = GetHash(true);
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}
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}
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out.states.jumping = in.keys.jump;
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out.states.jumping = player->GetVelocity().y > 0.1f;
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out.states.running = player->GetVelocity().Length() > .3f;
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out.states.running = player->GetVelocity().Length() > .3f;
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out.states.still = !out.states.running;
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out.states.hit = player->m_hit;
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player->m_hit = false;
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if (player->AmIDead()) {
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if (player->AmIDead()) {
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in.keys.shoot = false;
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in.keys.shoot = false;
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@ -171,6 +174,8 @@ Timestamp Connection::Run(World* world) {
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if (in.keys.shoot && m_shoot_acc <= 0.) {
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if (in.keys.shoot && m_shoot_acc <= 0.) {
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Bullets.emplace_back(new Bullet(player->GetPOV() + player->GetDirection(), player->GetDirection(), GetHash(true)));
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Bullets.emplace_back(new Bullet(player->GetPOV() + player->GetDirection(), player->GetDirection(), GetHash(true)));
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out.states.shooting = true;
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out.states.shooting = true;
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if (out.states.jumping)
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out.states.jumpshot = true;
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m_shoot_acc = BULLET_TIME;
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m_shoot_acc = BULLET_TIME;
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}
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}
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