340 lines
7.0 KiB
C++
340 lines
7.0 KiB
C++
#include "remoteplayer.h"
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#include <iostream>
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#include <cstring>
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#include <thread>
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#include <queue>
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RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(Vector3f(0, 0, 0)){
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}
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RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo, const Vector3f& pos) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(pos) {
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}
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RemotePlayer::~RemotePlayer()
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{
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}
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void RemotePlayer::Init()
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{
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}
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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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current.states = out.states;
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//current.position = out.position;
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//current.direction = out.direction;
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//current.states = out.states;
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//current.id = out.id;
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//if (current.position != previous.position)
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//{
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// Vector3f positionDelta = current.position - previous.position;
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// m_position = current.position + positionDelta;
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// m_direction = current.direction;
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//}
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//if(current.direction != previous.direction)
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//{
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// m_direction = current.direction;
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// current.direction = current.direction;
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//}
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//if (current.states.shooting) {
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// m_animstate = Anim::SHOOTING;
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//}
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//else if (current.states.jumping) {
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// m_animstate = Anim::JUMPING;
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//}
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//else if (current.states.dead) {
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// m_animstate = Anim::DEAD;
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//}
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//else if(current.states.powerup){
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// m_animstate = Anim::POWERUP;
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//}
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//else if (current.states.still) {
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// m_animstate = Anim::STILL;
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//}
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//else if (current.states.running) {
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// m_animstate = Anim::RUNNING;
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//}
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//previous.direction = current.direction;
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//previous.position = current.position;
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//previous.states = current.states;
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//previous.id = current.id;
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//m_direction = current.direction;
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//m_position = current.position;
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}
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void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime, Player& camera)
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{
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float width = 1.f;
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float height = 1.7f;
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Vector3f DiffCam = GetPosition() - camera.GetPosition();
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Vector3f UpCam = Vector3f(0.f, 1.f, 0.f);
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Vector3f CrossA = DiffCam.Cross(UpCam);
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Vector3f CrossB = DiffCam.Cross(CrossA);
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CrossA.Normalize();
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CrossB.Normalize();
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Vector3f playerPosition = GetPosition() + Vector3f(0.f, -.75f, 0.f);
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Vector3f v2 = (playerPosition + CrossA * 0.5 * width + CrossB * 0.5 * height);
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Vector3f v1 = (playerPosition - CrossA * 0.5 * width + CrossB * 0.5 * height);
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Vector3f v3 = (playerPosition + CrossA * 0.5 * width - CrossB * 0.5 * height);
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Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height);
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Vector3f angleRemote = GetDirection();
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Vector3f angleCam = (v1 - v2).Cross(v3 - v2);
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angleCam.y = 0;
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angleRemote.y = 0;
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angleCam.Normalize();
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angleRemote.Normalize();
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float angle = angleRemote.Dot(angleCam);
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int index = 0;
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angle = -angle;
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Vector3f side = angleRemote.Cross(angleCam);
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static float time = 0.f;
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static bool Shooting = false;
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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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{
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time -= 200;
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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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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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}
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else if (angle >= 0.25 && isLeft) //Frontleft
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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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}
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else if (angle >= -0.25 && isLeft) //ProfileLeft
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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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}
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else if (angle >= -0.75 && isLeft) //BackLeft
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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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}
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else if (angle < -0.75) //Dos - side n<>gatif
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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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}
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else if (angle >= 0.25 && !isLeft) //FrontRight
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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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}
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else if (angle >= -0.25 && !isLeft) //ProfileRight
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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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}
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else if (angle >= -0.75 && !isLeft) //BackRight
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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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}
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float u, v, w, h;
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shader.Use();
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atlas.Bind();
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atlas.TextureIndexToCoord(index, u, v, w, h);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glLoadMatrixf(tran.GetMatrix().GetInternalValues());
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glBegin(GL_QUADS);
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glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z);
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glTexCoord2f(u + w, v); glVertex3f(v2.x, v2.y, v2.z);
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glTexCoord2f(u + w, v + h); glVertex3f(v3.x, v3.y, v3.z);
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glTexCoord2f(u, v + h); glVertex3f(v4.x, v4.y, v4.z);
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glEnd();
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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glDisable(GL_BLEND);
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shader.Disable();
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}
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bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError)
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{
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texture.Load(filename, useMipmaps);
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if (!texture.IsValid()) {
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std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
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if (stopOnError)
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return false;
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return false;
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}
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return true;
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}
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