Fixed zoom, changed camera shaking parameters
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cdc8a26a30
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1dd9a72fb3
@ -295,7 +295,7 @@ Mesh* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks){
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for (int z = 0; z < CHUNK_D; z++){
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for (int z = 0; z < CHUNK_D; z++){
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for (int x = 0; x < CHUNK_W; x++){
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for (int x = 0; x < CHUNK_W; x++){
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voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x];
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voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x];
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if (vox.id == 9)
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if (vox.id == 9 || vox.id == 4)
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continue;
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continue;
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_renderBlock(buffer, x, y, z, chunks, vox, index);
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_renderBlock(buffer, x, y, z, chunks, vox, index);
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}
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}
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@ -312,5 +312,16 @@ Mesh* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks){
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}
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}
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}
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}
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}
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}
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for (int y = 0; y < CHUNK_H; y++){
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for (int z = 0; z < CHUNK_D; z++){
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for (int x = 0; x < CHUNK_W; x++){
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voxel vox = chunk->voxels[(y * CHUNK_D + z) * CHUNK_W + x];
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if (vox.id != 4)
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continue;
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_renderBlock(buffer, x, y, z, chunks, vox, index);
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}
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}
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}
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return new Mesh(buffer, index / VERTEX_SIZE, chunk_attrs);
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return new Mesh(buffer, index / VERTEX_SIZE, chunk_attrs);
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}
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}
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@ -15,6 +15,7 @@ public:
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float camX, camY;
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float camX, camY;
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float cameraShaking = 0.0f;
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float cameraShaking = 0.0f;
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float cameraShakingTimer = 0.0f;
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float cameraShakingTimer = 0.0f;
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glm::vec3 interpVel {0.0f, 0.0f, 0.0f};
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Player(glm::vec3 position, float speed, Camera* camera);
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Player(glm::vec3 position, float speed, Camera* camera);
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~Player();
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~Player();
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};
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};
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@ -5,6 +5,7 @@
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#include <iostream>
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#include <iostream>
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#define E 0.03
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#define E 0.03
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#define DEFAULT_FRICTION 10.0
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PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
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PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
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}
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}
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@ -83,7 +84,7 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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if (chunks->isObstacle(x,y,z)){
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if (chunks->isObstacle(x,y,z)){
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vel.y *= 0.0;
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vel.y *= 0.0;
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pos.y = y + 1 + half.y;
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pos.y = y + 1 + half.y;
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int f = 18.0;
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int f = DEFAULT_FRICTION;
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vel.x *= max(0.0, 1.0 - dt * f);
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vel.x *= max(0.0, 1.0 - dt * f);
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vel.z *= max(0.0, 1.0 - dt * f);
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vel.z *= max(0.0, 1.0 - dt * f);
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hitbox->grounded = true;
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hitbox->grounded = true;
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@ -70,13 +70,14 @@ void close_world(WorldFiles* wfile, Chunks* chunks){
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#define RUN_SPEED_MUL 1.5f
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#define RUN_SPEED_MUL 1.5f
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#define CROUCH_ZOOM 0.9f
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#define CROUCH_ZOOM 0.9f
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#define RUN_ZOOM 1.1f
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#define RUN_ZOOM 1.1f
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#define C_ZOOM 0.5f
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#define C_ZOOM 0.1f
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#define ZOOM_SPEED 16.0f
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#define ZOOM_SPEED 16.0f
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#define DEFAULT_AIR_DAMPING 0.1f
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#define DEFAULT_AIR_DAMPING 0.1f
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#define PLAYER_NOT_ONGROUND_DAMPING 18.0f
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#define PLAYER_NOT_ONGROUND_DAMPING 10.0f
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#define CAMERA_SHAKING_OFFSET 0.027f
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#define CAMERA_SHAKING_OFFSET 0.025f
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#define CAMERA_SHAKING_SPEED 1.8f
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#define CAMERA_SHAKING_OFFSET_Y 0.031f
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#define CAMERA_SHAKING_DELTA_K 3.0f
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#define CAMERA_SHAKING_SPEED 1.6f
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#define CAMERA_SHAKING_DELTA_K 10.0f
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void update_controls(PhysicsSolver* physics,
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void update_controls(PhysicsSolver* physics,
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Chunks* chunks,
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Chunks* chunks,
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@ -112,27 +113,35 @@ void update_controls(PhysicsSolver* physics,
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camera->position.z = hitbox->position.z;
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camera->position.z = hitbox->position.z;
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// Camera shaking
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// Camera shaking
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player->interpVel = player->interpVel * (1.0f - delta * 5) + hitbox->velocity * delta * 0.1f;
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if (hitbox->grounded && player->interpVel.y < 0.0f){
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player->interpVel.y *= -30.0f;
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}
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float factor = hitbox->grounded ? length(vec2(hitbox->velocity.x, hitbox->velocity.z)) : 0.0f;
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float factor = hitbox->grounded ? length(vec2(hitbox->velocity.x, hitbox->velocity.z)) : 0.0f;
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player->cameraShakingTimer += delta * factor * CAMERA_SHAKING_SPEED;
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player->cameraShakingTimer += delta * factor * CAMERA_SHAKING_SPEED;
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float shakeTimer = player->cameraShakingTimer;
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float shakeTimer = player->cameraShakingTimer;
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player->cameraShaking = player->cameraShaking * (1.0f - delta * CAMERA_SHAKING_DELTA_K) + factor * delta * CAMERA_SHAKING_DELTA_K;
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player->cameraShaking = player->cameraShaking * (1.0f - delta * CAMERA_SHAKING_DELTA_K) + factor * delta * CAMERA_SHAKING_DELTA_K;
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camera->position += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
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camera->position += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
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camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
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camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET_Y * player->cameraShaking;
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camera->position -= player->interpVel * 0.05f;
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// Field of view manipulations
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// Field of view manipulations
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float dt = min(1.0f, delta * ZOOM_SPEED);
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float dt = min(1.0f, delta * ZOOM_SPEED);
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if (dt > 1.0f)
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dt = 1.0f;
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float zoomValue = 1.0f;
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if (shift){
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if (shift){
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speed *= CROUCH_SPEED_MUL;
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speed *= CROUCH_SPEED_MUL;
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camera->position.y += CROUCH_SHIFT_Y;
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camera->position.y += CROUCH_SHIFT_Y;
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camera->zoom = CROUCH_ZOOM * dt + camera->zoom * (1.0f - dt);
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zoomValue = CROUCH_ZOOM;
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} else if (sprint){
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} else if (sprint){
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speed *= RUN_SPEED_MUL;
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speed *= RUN_SPEED_MUL;
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camera->zoom = RUN_ZOOM * dt + camera->zoom * (1.0f - dt);
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zoomValue = RUN_ZOOM;
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} else {
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camera->zoom = dt + camera->zoom * (1.0f - dt);
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}
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}
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if (zoom)
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if (zoom)
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camera->zoom = C_ZOOM * dt + camera->zoom * (1.0f - dt);
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zoomValue *= C_ZOOM;
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camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
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if (Events::pressed(GLFW_KEY_SPACE) && hitbox->grounded){
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if (Events::pressed(GLFW_KEY_SPACE) && hitbox->grounded){
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hitbox->velocity.y = 6.0f;
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hitbox->velocity.y = 6.0f;
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@ -163,8 +172,8 @@ void update_controls(PhysicsSolver* physics,
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if (!hitbox->grounded)
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if (!hitbox->grounded)
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hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING;
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hitbox->linear_damping = PLAYER_NOT_ONGROUND_DAMPING;
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hitbox->velocity.x += dir.x * speed * delta * 16;
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hitbox->velocity.x += dir.x * speed * delta * 9;
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hitbox->velocity.z += dir.z * speed * delta * 16;
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hitbox->velocity.z += dir.z * speed * delta * 9;
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}
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}
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if (Events::_cursor_locked){
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if (Events::_cursor_locked){
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@ -236,7 +245,7 @@ int main() {
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Chunks *chunks = new Chunks(34,1,34, 0,0,0);
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Chunks *chunks = new Chunks(34,1,34, 0,0,0);
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Player* player = new Player(vec3(camera->position), 5.0f, camera);
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Player* player = new Player(vec3(camera->position), 4.0f, camera);
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wfile->readPlayer(player);
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wfile->readPlayer(player);
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camera->rotation = mat4(1.0f);
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camera->rotation = mat4(1.0f);
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camera->rotate(player->camY, player->camX, 0);
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camera->rotate(player->camY, player->camX, 0);
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