minor reformat
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547c80b3f0
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@ -19,14 +19,14 @@ const float CHEAT_SPEED_MUL = 5.0f;
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const float JUMP_FORCE = 8.0f;
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const float JUMP_FORCE = 8.0f;
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Player::Player(glm::vec3 position, float speed, std::shared_ptr<Inventory> inv) :
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Player::Player(glm::vec3 position, float speed, std::shared_ptr<Inventory> inv) :
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speed(speed),
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speed(speed),
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chosenSlot(0),
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chosenSlot(0),
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inventory(inv),
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inventory(inv),
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camera(new Camera(position, glm::radians(90.0f))),
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camera(std::make_shared<Camera>(position, glm::radians(90.0f))),
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spCamera(new Camera(position, glm::radians(90.0f))),
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spCamera(std::make_shared<Camera>(position, glm::radians(90.0f))),
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tpCamera(new Camera(position, glm::radians(90.0f))),
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tpCamera(std::make_shared<Camera>(position, glm::radians(90.0f))),
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currentCamera(camera),
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currentCamera(camera),
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hitbox(new Hitbox(position, glm::vec3(0.3f,0.9f,0.3f)))
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hitbox(std::make_unique<Hitbox>(position, glm::vec3(0.3f,0.9f,0.3f)))
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{
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{
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}
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}
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@ -78,10 +78,15 @@ void Player::updateInput(
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float vel = std::max(glm::length(hitbox->velocity * 0.25f), 1.0f);
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float vel = std::max(glm::length(hitbox->velocity * 0.25f), 1.0f);
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int substeps = int(delta * vel * 1000);
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int substeps = int(delta * vel * 1000);
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substeps = std::min(100, std::max(1, substeps));
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substeps = std::min(100, std::max(1, substeps));
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level->physics->step(level->chunks.get(), hitbox.get(),
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level->physics->step(
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delta, substeps,
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level->chunks.get(),
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crouch, flight ? 0.0f : 1.0f,
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hitbox.get(),
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!noclip);
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delta,
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substeps,
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crouch,
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flight ? 0.0f : 1.0f,
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!noclip
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);
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if (flight && hitbox->grounded) {
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if (flight && hitbox->grounded) {
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flight = false;
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flight = false;
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@ -131,9 +136,11 @@ void Player::teleport(glm::vec3 position) {
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void Player::attemptToFindSpawnpoint(Level* level) {
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void Player::attemptToFindSpawnpoint(Level* level) {
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glm::vec3 ppos = hitbox->position;
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glm::vec3 ppos = hitbox->position;
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glm::vec3 newpos {ppos.x + (rand() % 200 - 100),
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glm::vec3 newpos (
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rand() % 80 + 100,
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ppos.x + (rand() % 200 - 100),
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ppos.z + (rand() % 200 - 100)};
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rand() % 80 + 100,
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ppos.z + (rand() % 200 - 100)
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);
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while (newpos.y > 0 && !level->chunks->isObstacleBlock(newpos.x, newpos.y-2, newpos.z)) {
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while (newpos.y > 0 && !level->chunks->isObstacleBlock(newpos.x, newpos.y-2, newpos.z)) {
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newpos.y--;
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newpos.y--;
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}
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}
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