player.get_selected_block
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@@ -194,7 +194,7 @@ void WorldRenderer::renderBlockSelection(Camera* camera, Shader* linesShader) {
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auto indices = level->content->getIndices();
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blockid_t id = PlayerController::selectedBlockId;
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auto block = indices->getBlockDef(id);
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const glm::vec3 pos = PlayerController::selectedBlockPosition;
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const glm::ivec3 pos = player->selectedBlockPosition;
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const glm::vec3 point = PlayerController::selectedPointPosition;
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const glm::vec3 norm = PlayerController::selectedBlockNormal;
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@@ -206,7 +206,7 @@ void WorldRenderer::renderBlockSelection(Camera* camera, Shader* linesShader) {
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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lineBatch->lineWidth(2.0f);
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for (auto& hitbox: hitboxes) {
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const glm::vec3 center = pos + hitbox.center();
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const glm::vec3 center = glm::vec3(pos) + hitbox.center();
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const glm::vec3 size = hitbox.size();
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lineBatch->box(center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f));
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if (player->debug) {
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