GameClient - fixed render RB
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@ -122,7 +122,7 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
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RBInitData RBData;
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RBData.position = position;
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RBData.rotation = ArrayToQuaternion( rotation );
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RBData.scale = Float3( 1 );
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RBData.scale = scale;
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// !RB DEBUG
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if( isMyPlayer )
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{
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@ -215,6 +215,8 @@ bool GameState::Render()
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dynamicObject = this->privData->dynamicObjects->begin();
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for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
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{
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if( dynamicObject->second )
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{
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if( dynamicObject->second->getBRtype() == RB_Type_Cube)
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{
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@ -226,6 +228,7 @@ bool GameState::Render()
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}
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}
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}
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}
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// !RB DEBUG
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Oyster::Graphics::API::EndFrame();
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@ -479,8 +482,8 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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// if is this player. Remember to change camera
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if( this->privData->myId == decoded.object_ID )
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{
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//this->privData->camera.SetPosition( position );
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//this->privData->camera.SetRotation( rotation );
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this->privData->camera.SetPosition( position );
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this->privData->camera.SetRotation( rotation );
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this->privData->player.setPos( position );
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//this->privData->player.setRot( rotation );
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}
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