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@ -25,7 +25,7 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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static int dashtimeout = 0;
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static float gametime = 0;
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if (gametime <= 360.f) gametime += elapsedTime*m_topspeed/2; else gametime = 0;
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if (gametime <= 360.f) gametime += elapsedTime * m_topspeed / 2; else gametime = 0;
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if (dashtimeout > 0) {
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dash = false;
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@ -75,7 +75,8 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuyé seul.
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}
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m_position.y += accjmp + (sin(gametime) - 0.5f) * ((abs(accWS) + abs(accAD)) / 2.f) / (10.f * m_topspeed);;
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// Ajoute l'accélération de saut et le view bobbing.
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m_position.y += accjmp + (sin(gametime) - 0.5f) * ((abs(accWS) + abs(accAD)) / 2.f) / (10.f * m_topspeed);
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if (front) {
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if (dbljump == 0)
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