Refactor
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+15
-8
@@ -18,16 +18,15 @@ const float JUMP_FORCE = 8.0f;
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Player::Player(glm::vec3 position, float speed) :
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speed(speed),
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chosenItem(1) {
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camera = new Camera(position, glm::radians(90.0f));
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currentViewCamera = camera;
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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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hitbox = new Hitbox(position, glm::vec3(0.3f,0.9f,0.3f));
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chosenItem(0),
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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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}
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Player::~Player(){
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delete hitbox;
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}
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void Player::update(
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@@ -75,7 +74,7 @@ void Player::update(
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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, hitbox,
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level->physics->step(level->chunks, 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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@@ -122,6 +121,14 @@ void Player::teleport(glm::vec3 position) {
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hitbox->position = position;
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}
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void Player::setChosenItem(itemid_t id) {
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chosenItem = id;
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}
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itemid_t Player::getChosenItem() const {
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return chosenItem;
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}
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float Player::getSpeed() const {
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return speed;
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}
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