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feat: players interpolation & add hud.set_allow_pause(...)
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25 changed files with 232 additions and 41 deletions
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@ -12,6 +12,7 @@
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#include "window/Camera.hpp"
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#include "objects/Player.hpp"
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#include "objects/Players.hpp"
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#include "objects/Entities.hpp"
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#include "logic/LevelController.hpp"
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#include "util/stringutil.hpp"
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#include "engine/Engine.hpp"
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@ -159,7 +160,11 @@ void Decorator::update(float delta, const Camera& camera) {
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renderer.texts->remove(textsIter->second);
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textsIter = playerTexts.erase(textsIter);
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} else {
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note->setPosition(player->getPosition() + glm::vec3(0, 1, 0));
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glm::vec3 position = player->getPosition();
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if (auto entity = level.entities->get(player->getEntity())) {
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position = entity->getInterpolatedPosition();
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}
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note->setPosition(position + glm::vec3(0, 1, 0));
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++textsIter;
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}
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}
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@ -274,8 +274,9 @@ void WorldRenderer::renderHands(
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glm::mat4(1.0f), -glm::pi<float>() * 0.5f, glm::vec3(0, 1, 0)
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);
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prevRotation = rotation;
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glm::vec3 cameraRotation = player.getRotation();
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auto offset = -(camera.position - player.getPosition());
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float angle = glm::radians(player.rotation.x - 90);
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float angle = glm::radians(cameraRotation.x - 90);
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float cos = glm::cos(angle);
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float sin = glm::sin(angle);
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