move Chunks from Level to Player
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@@ -459,7 +459,7 @@ void Entities::updatePhysics(float delta) {
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float vel = glm::length(prevVel);
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int substeps = static_cast<int>(delta * vel * 20);
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substeps = std::min(100, std::max(2, substeps));
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physics->step(level->chunks.get(), &hitbox, delta, substeps, eid.uid);
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physics->step(*level->chunksStorage, &hitbox, delta, substeps, eid.uid);
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hitbox.linearDamping = hitbox.grounded * 24;
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transform.setPos(hitbox.position);
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if (hitbox.grounded && !grounded) {
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@@ -205,12 +205,12 @@ void Player::attemptToFindSpawnpoint() {
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position.z + (rand() % 200 - 100)
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);
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while (newpos.y > 0 &&
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!level->chunks->isObstacleBlock(newpos.x, newpos.y - 2, newpos.z)) {
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!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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voxel* headvox = chunks->get(newpos.x, newpos.y + 1, newpos.z);
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if (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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}
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