loading rig pose, textures, body settings
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@@ -161,12 +161,14 @@ void CameraControl::update(const PlayerInput& input, float delta, Chunks* chunks
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auto tpCamera = player->tpCamera;
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if (player->currentCamera == spCamera) {
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spCamera->position = chunks->rayCastToObstacle(camera->position, camera->front, 3.0f) - 0.2f * camera->front;
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spCamera->position = chunks->rayCastToObstacle(
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camera->position, camera->front, 3.0f) - 0.2f * camera->front;
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spCamera->dir = -camera->dir;
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spCamera->front = -camera->front;
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}
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else if (player->currentCamera == tpCamera) {
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tpCamera->position = chunks->rayCastToObstacle(camera->position, -camera->front, 3.0f) + 0.2f * camera->front;
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tpCamera->position = chunks->rayCastToObstacle(
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camera->position, -camera->front, 3.0f) + 0.2f * camera->front;
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tpCamera->dir = camera->dir;
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tpCamera->front = camera->front;
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}
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@@ -324,7 +326,8 @@ static int determine_rotation(Block* def, const glm::ivec3& norm, glm::vec3& cam
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return 0;
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}
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static void pick_block(ContentIndices* indices, Chunks* chunks, Player* player, int x, int y, int z) {
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static void pick_block(ContentIndices* indices, Chunks* chunks, Player* player,
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int x, int y, int z) {
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auto block = indices->blocks.get(chunks->get(x,y,z)->id);
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itemid_t id = block->rt.pickingItem;
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auto inventory = player->getInventory();
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