Corrections dans dashtimeout pour ne pas avoir un timeout relié au nombre de frames.
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@ -22,19 +22,20 @@ void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool
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static float xrotrad = 0;
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static bool jumped = true;
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static int dbljump = 0; // Peut sauter ou dasher tant que la variable est en dessous de 2.
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static int dashtimeout = 0;
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static float 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 (dashtimeout > 0) {
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if (dashtimeout > 0.f) {
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dash = false;
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--dashtimeout;
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dashtimeout -= elapsedTime;
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}
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else dashtimeout = 0;
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if (jumped && !jump) jumped = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
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if (dash) dashtimeout = 100;
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if (dash) dashtimeout = 5;
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if ((jump || dash) && dbljump < 2 && !jumped ) {
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accjmp += jump? m_jumpforce: 0.1f;
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