player inventory id fix
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+1
-1
@@ -27,7 +27,7 @@ Level::Level(World* world, const Content* content, EngineSettings& settings)
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{
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{
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objCounter = 0;
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objCounter = 0;
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physics = new PhysicsSolver(glm::vec3(0, -22.6f, 0));
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physics = new PhysicsSolver(glm::vec3(0, -22.6f, 0));
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auto inv = std::make_shared<Inventory>(world->getNextInventoryId(), DEF_PLAYER_INVENTORY_SIZE);
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auto inv = std::make_shared<Inventory>(0, DEF_PLAYER_INVENTORY_SIZE);
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player = spawnObject<Player>(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv);
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player = spawnObject<Player>(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv);
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uint matrixSize = (settings.chunks.loadDistance+
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uint matrixSize = (settings.chunks.loadDistance+
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@@ -72,6 +72,9 @@ Level* World::create(std::string name,
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const std::vector<ContentPack>& packs) {
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const std::vector<ContentPack>& packs) {
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auto world = new World(name, directory, seed, settings, content, packs);
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auto world = new World(name, directory, seed, settings, content, packs);
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auto level = new Level(world, content, settings);
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auto level = new Level(world, content, settings);
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auto inventory = level->player->getInventory();
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inventory->setId(world->getNextInventoryId());
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level->inventories->store(inventory);
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return level;
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return level;
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}
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}
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@@ -90,6 +93,7 @@ Level* World::load(fs::path directory,
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auto level = new Level(world.get(), content, settings);
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auto level = new Level(world.get(), content, settings);
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wfile->readPlayer(level->player);
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wfile->readPlayer(level->player);
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level->inventories->store(level->player->getInventory());
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world.release();
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world.release();
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return level;
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return level;
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}
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}
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