refactor players
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@@ -29,12 +29,14 @@ constexpr int SPAWN_ATTEMPTS_PER_UPDATE = 64;
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Player::Player(
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Level* level,
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int64_t id,
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glm::vec3 position,
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float speed,
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std::shared_ptr<Inventory> inv,
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entityid_t eid
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)
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: level(level),
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id(id),
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speed(speed),
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chosenSlot(0),
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position(position),
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@@ -49,8 +51,7 @@ Player::Player(
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tpCamera->setFov(glm::radians(90.0f));
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}
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Player::~Player() {
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}
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Player::~Player() = default;
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void Player::updateEntity() {
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if (eid == 0) {
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@@ -283,6 +284,8 @@ glm::vec3 Player::getSpawnPoint() const {
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dv::value Player::serialize() const {
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auto root = dv::object();
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root["id"] = id;
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root["position"] = dv::to_value(position);
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root["rotation"] = dv::to_value(cam);
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root["spawnpoint"] = dv::to_value(spawnpoint);
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@@ -304,6 +307,8 @@ dv::value Player::serialize() const {
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}
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void Player::deserialize(const dv::value& src) {
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src.at("id").get(id);
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const auto& posarr = src["position"];
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dv::get_vec(posarr, position);
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