GameLogic - fixed some minor merging errors
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@ -10,6 +10,7 @@
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#include <Windows.h>
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#include <OysterMath.h>
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#define DELTA_TIME_20 0.05f
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#define DELTA_TIME_24 0.04166666666666666666666666666667f
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#define DELTA_TIME_30 0.03333333333333333333333333333333f
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#define DELTA_TIME_60 0.01666666666666666666666666666667f
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@ -44,7 +45,7 @@ namespace DanBias
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double dt = this->timer.getElapsedSeconds();
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gameInstance.SetFrameTimeLength((float)dt);
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if(dt >= DELTA_TIME_60)
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if(dt >= DELTA_TIME_20)
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{
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this->ParseEvents();
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@ -32,14 +32,13 @@ namespace GameLogic
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~PlayerData();
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void Move(const PLAYER_MOVEMENT &movement) override;
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void UseWeapon(int playerID, const WEAPON_FIRE &usage) override;
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void UseWeapon(const WEAPON_FIRE &usage) override;
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int GetTeamID() const override;
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PLAYER_STATE GetState() const override;
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Oyster::Math::Float3 GetPosition() override;
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Oyster::Math::Float4x4 GetOrientation() override;
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int GetID() const override;
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OBJECT_TYPE GetObjectType() const override;
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Player *player;
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};
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@ -77,10 +77,9 @@ namespace GameLogic
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/********************************************************
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* Uses the chosen players weapon based on input
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* @param playerID: ID of the player you want to recieve the message
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* @param Usage: enum value on what kind of action is to be taken
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********************************************************/
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virtual void UseWeapon(int playerID, const WEAPON_FIRE &usage) = 0;
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virtual void UseWeapon(const WEAPON_FIRE &usage) = 0;
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/***/
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virtual int GetTeamID() const = 0;
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