add: lua func
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+11
-2
@@ -18,7 +18,7 @@ const float PLAYER_GROUND_DAMPING = 10.0f;
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const float PLAYER_AIR_DAMPING = 7.0f;
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const float FLIGHT_SPEED_MUL = 4.0f;
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const float CHEAT_SPEED_MUL = 5.0f;
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const float JUMP_FORCE = 8.0f;
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const float JUMP_FACTOR = 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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@@ -96,7 +96,7 @@ void Player::updateInput(
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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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hitbox->velocity.y = JUMP_FACTOR * jumpForce;
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}
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if ((input.flight && !noclip) ||
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@@ -106,6 +106,7 @@ void Player::updateInput(
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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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@@ -184,6 +185,14 @@ void Player::setNoclip(bool flag) {
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this->noclip = flag;
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}
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float Player::getJumpForce() const {
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return jumpForce;
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}
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void Player::setJumpForce(float value) {
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jumpForce = value;
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}
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std::shared_ptr<Inventory> Player::getInventory() const {
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return inventory;
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}
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@@ -45,6 +45,7 @@ class Player : public Object, public Serializable {
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int chosenSlot;
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glm::vec3 spawnpoint {};
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std::shared_ptr<Inventory> inventory;
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float jumpForce = 1.0f;
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bool flight = false;
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bool noclip = false;
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public:
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@@ -73,6 +74,9 @@ public:
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bool isNoclip() const;
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void setNoclip(bool flag);
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float getJumpForce() const;
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void setJumpForce(float value);
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std::shared_ptr<Inventory> getInventory() const;
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