Player.cpp indents fix
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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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Player::Player(glm::vec3 position, float speed, std::shared_ptr<Inventory> inv) :
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speed(speed),
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chosenSlot(0),
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inventory(inv),
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camera(new Camera(position, glm::radians(90.0f))),
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spCamera(new Camera(position, glm::radians(90.0f))),
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tpCamera(new Camera(position, glm::radians(90.0f))),
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speed(speed),
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chosenSlot(0),
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inventory(inv),
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camera(new Camera(position, glm::radians(90.0f))),
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spCamera(new Camera(position, glm::radians(90.0f))),
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tpCamera(new Camera(position, glm::radians(90.0f))),
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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(new Hitbox(position, glm::vec3(0.3f,0.9f,0.3f)))
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{
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}
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@ -34,116 +34,116 @@ Player::~Player() {
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}
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void Player::updateInput(
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Level* level,
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PlayerInput& input,
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float delta) {
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bool crouch = input.shift && hitbox->grounded && !input.sprint;
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float speed = this->speed;
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if (flight){
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speed *= FLIGHT_SPEED_MUL;
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}
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if (input.cheat){
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speed *= CHEAT_SPEED_MUL;
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}
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Level* level,
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PlayerInput& input,
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float delta) {
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bool crouch = input.shift && hitbox->grounded && !input.sprint;
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float speed = this->speed;
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if (flight){
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speed *= FLIGHT_SPEED_MUL;
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}
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if (input.cheat){
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speed *= CHEAT_SPEED_MUL;
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}
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if (crouch) {
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speed *= CROUCH_SPEED_MUL;
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} else if (input.sprint) {
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speed *= RUN_SPEED_MUL;
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}
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if (crouch) {
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speed *= CROUCH_SPEED_MUL;
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} else if (input.sprint) {
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speed *= RUN_SPEED_MUL;
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}
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glm::vec3 dir(0,0,0);
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if (input.moveForward){
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dir.x += camera->dir.x;
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dir.z += camera->dir.z;
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}
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if (input.moveBack){
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dir.x -= camera->dir.x;
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dir.z -= camera->dir.z;
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}
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if (input.moveRight){
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dir.x += camera->right.x;
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dir.z += camera->right.z;
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}
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if (input.moveLeft){
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dir.x -= camera->right.x;
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dir.z -= camera->right.z;
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}
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if (glm::length(dir) > 0.0f){
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dir = glm::normalize(dir);
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hitbox->velocity.x += dir.x * speed * delta * 9;
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hitbox->velocity.z += dir.z * speed * delta * 9;
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}
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glm::vec3 dir(0,0,0);
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if (input.moveForward){
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dir.x += camera->dir.x;
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dir.z += camera->dir.z;
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}
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if (input.moveBack){
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dir.x -= camera->dir.x;
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dir.z -= camera->dir.z;
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}
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if (input.moveRight){
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dir.x += camera->right.x;
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dir.z += camera->right.z;
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}
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if (input.moveLeft){
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dir.x -= camera->right.x;
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dir.z -= camera->right.z;
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}
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if (glm::length(dir) > 0.0f){
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dir = glm::normalize(dir);
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hitbox->velocity.x += dir.x * speed * delta * 9;
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hitbox->velocity.z += dir.z * speed * delta * 9;
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}
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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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substeps = std::min(100, std::max(1, substeps));
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level->physics->step(level->chunks.get(), hitbox.get(),
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delta, substeps,
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crouch, flight ? 0.0f : 1.0f,
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!noclip);
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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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level->physics->step(level->chunks.get(), hitbox.get(),
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delta, substeps,
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crouch, flight ? 0.0f : 1.0f,
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!noclip);
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if (flight && hitbox->grounded) {
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flight = false;
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}
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if (flight && hitbox->grounded) {
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flight = false;
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}
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if (input.jump && hitbox->grounded){
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hitbox->velocity.y = JUMP_FORCE;
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}
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if (input.jump && hitbox->grounded){
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hitbox->velocity.y = JUMP_FORCE;
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}
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if ((input.flight && !noclip) ||
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(input.noclip && flight == noclip)){
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flight = !flight;
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if (flight){
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hitbox->grounded = false;
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}
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}
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if (input.noclip) {
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noclip = !noclip;
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}
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if ((input.flight && !noclip) ||
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(input.noclip && flight == noclip)){
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flight = !flight;
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if (flight){
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hitbox->grounded = false;
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}
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}
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if (input.noclip) {
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noclip = !noclip;
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}
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hitbox->linear_damping = PLAYER_GROUND_DAMPING;
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if (flight){
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hitbox->linear_damping = PLAYER_AIR_DAMPING;
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hitbox->velocity.y *= 1.0f - delta * 9;
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if (input.jump){
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hitbox->velocity.y += speed * delta * 9;
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}
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if (input.shift){
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hitbox->velocity.y -= speed * delta * 9;
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}
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}
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if (!hitbox->grounded) {
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hitbox->linear_damping = PLAYER_AIR_DAMPING;
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}
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hitbox->linear_damping = PLAYER_GROUND_DAMPING;
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if (flight){
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hitbox->linear_damping = PLAYER_AIR_DAMPING;
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hitbox->velocity.y *= 1.0f - delta * 9;
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if (input.jump){
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hitbox->velocity.y += speed * delta * 9;
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}
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if (input.shift){
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hitbox->velocity.y -= speed * delta * 9;
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}
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}
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if (!hitbox->grounded) {
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hitbox->linear_damping = PLAYER_AIR_DAMPING;
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}
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input.noclip = false;
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input.flight = false;
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input.noclip = false;
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input.flight = false;
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if (spawnpoint.y <= 0.1) {
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attemptToFindSpawnpoint(level);
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}
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if (spawnpoint.y <= 0.1) {
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attemptToFindSpawnpoint(level);
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}
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}
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void Player::teleport(glm::vec3 position) {
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hitbox->position = position;
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hitbox->position = position;
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}
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void Player::attemptToFindSpawnpoint(Level* level) {
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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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rand() % 80 + 100,
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ppos.z + (rand() % 200 - 100)};
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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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}
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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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rand() % 80 + 100,
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ppos.z + (rand() % 200 - 100)};
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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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}
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voxel* headvox = level->chunks->get(newpos.x, newpos.y+1, newpos.z);
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if (level->chunks->isObstacleBlock(newpos.x, newpos.y, newpos.z) ||
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headvox == nullptr || headvox->id != 0)
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return;
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spawnpoint = newpos + glm::vec3(0.5f, 0.0f, 0.5f);
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teleport(spawnpoint);
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voxel* headvox = level->chunks->get(newpos.x, newpos.y+1, newpos.z);
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if (level->chunks->isObstacleBlock(newpos.x, newpos.y, newpos.z) ||
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headvox == nullptr || headvox->id != 0)
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return;
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spawnpoint = newpos + glm::vec3(0.5f, 0.0f, 0.5f);
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teleport(spawnpoint);
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}
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void Player::setChosenSlot(int index) {
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@ -155,7 +155,7 @@ int Player::getChosenSlot() const {
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}
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float Player::getSpeed() const {
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return speed;
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return speed;
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}
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std::shared_ptr<Inventory> Player::getInventory() const {
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@ -163,62 +163,62 @@ std::shared_ptr<Inventory> Player::getInventory() const {
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}
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void Player::setSpawnPoint(glm::vec3 spawnpoint) {
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this->spawnpoint = spawnpoint;
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this->spawnpoint = spawnpoint;
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}
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glm::vec3 Player::getSpawnPoint() const {
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return spawnpoint;
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return spawnpoint;
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}
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std::unique_ptr<dynamic::Map> Player::serialize() const {
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glm::vec3 position = hitbox->position;
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auto root = std::make_unique<dynamic::Map>();
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auto& posarr = root->putList("position");
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posarr.put(position.x);
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posarr.put(position.y);
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posarr.put(position.z);
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glm::vec3 position = hitbox->position;
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auto root = std::make_unique<dynamic::Map>();
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auto& posarr = root->putList("position");
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posarr.put(position.x);
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posarr.put(position.y);
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posarr.put(position.z);
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auto& rotarr = root->putList("rotation");
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rotarr.put(cam.x);
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rotarr.put(cam.y);
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auto& rotarr = root->putList("rotation");
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rotarr.put(cam.x);
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rotarr.put(cam.y);
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auto& sparr = root->putList("spawnpoint");
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sparr.put(spawnpoint.x);
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sparr.put(spawnpoint.y);
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sparr.put(spawnpoint.z);
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auto& sparr = root->putList("spawnpoint");
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sparr.put(spawnpoint.x);
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sparr.put(spawnpoint.y);
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sparr.put(spawnpoint.z);
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root->put("flight", flight);
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root->put("noclip", noclip);
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root->put("flight", flight);
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root->put("noclip", noclip);
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root->put("chosen-slot", chosenSlot);
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root->put("inventory", inventory->serialize().release());
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return root;
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}
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void Player::deserialize(dynamic::Map *src) {
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auto posarr = src->list("position");
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glm::vec3& position = hitbox->position;
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position.x = posarr->num(0);
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position.y = posarr->num(1);
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position.z = posarr->num(2);
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camera->position = position;
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auto posarr = src->list("position");
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glm::vec3& position = hitbox->position;
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position.x = posarr->num(0);
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position.y = posarr->num(1);
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position.z = posarr->num(2);
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camera->position = position;
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auto rotarr = src->list("rotation");
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cam.x = rotarr->num(0);
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cam.y = rotarr->num(1);
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auto rotarr = src->list("rotation");
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cam.x = rotarr->num(0);
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cam.y = rotarr->num(1);
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if (src->has("spawnpoint")) {
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auto sparr = src->list("spawnpoint");
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setSpawnPoint(glm::vec3(
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sparr->num(0),
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sparr->num(1),
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sparr->num(2)
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));
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} else {
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setSpawnPoint(position);
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}
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if (src->has("spawnpoint")) {
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auto sparr = src->list("spawnpoint");
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setSpawnPoint(glm::vec3(
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sparr->num(0),
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sparr->num(1),
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sparr->num(2)
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));
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} else {
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setSpawnPoint(position);
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}
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src->flag("flight", flight);
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src->flag("noclip", noclip);
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src->flag("flight", flight);
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src->flag("noclip", noclip);
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setChosenSlot(src->getInt("chosen-slot", getChosenSlot()));
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auto invmap = src->map("inventory");
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