GL - set pos function for C_models
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@ -34,28 +34,32 @@ namespace DanBias
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Client::GameClientState::ProtocolStruct* protocolData;
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switch (pType)
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{
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case protocol_PlayerNavigation:
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case protocol_Gamplay_PlayerNavigation:
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break;
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case protocol_PlayerPosition:
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case protocol_Gamplay_PlayerPosition:
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protocolData = new Client::GameClientState::PlayerPos;
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for(int i = 0; i< 3; i++)
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{
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((Client::GameClientState::PlayerPos*)protocolData)->playerPos[i] = p[i].value.netFloat;
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}
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gameClientState->Protocol(protocolData);
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if(dynamic_cast<Client::GameState*>(gameClientState))
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
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protocolData = NULL;
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break;
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case protocol_ObjectPosition:
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case protocol_Gamplay_ObjectPosition:
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protocolData = new Client::GameClientState::ObjPos;
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for(int i = 0; i< 16; i++)
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{
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((Client::GameClientState::ObjPos*)protocolData)->worldPos[i] = p[i].value.netFloat;
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}
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gameClientState->Protocol(protocolData);
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if(dynamic_cast<Client::GameState*>(gameClientState))
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
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protocolData = NULL;
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break;
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@ -79,9 +83,9 @@ namespace DanBias
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}
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public:
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Client::GameClientState* gameClientState;
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//Client::GameClientState* gameClientState;
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InputClass* inputObj;
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MyRecieverObject* r;
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MyRecieverObject* recieverObj;
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} data;
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#pragma endregion
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@ -110,17 +114,17 @@ namespace DanBias
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prevTimeStamp = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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m_data->r = new MyRecieverObject;
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m_data->r->nwClient = new Oyster::Network::NetworkClient();
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m_data->r->nwClient->Connect(desc.port, desc.IP);
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if (!m_data->r->nwClient->IsConnected())
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m_data->recieverObj = new MyRecieverObject;
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m_data->recieverObj->nwClient = new Oyster::Network::NetworkClient();
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m_data->recieverObj->nwClient->Connect(desc.port, desc.IP);
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if (!m_data->recieverObj->nwClient->IsConnected())
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{
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// failed to connect
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return DanBiasClientReturn_Error;
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}
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// Start in lobby state
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m_data->gameClientState = new Client::LobbyState();
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m_data->gameClientState->Init(m_data->r->nwClient);
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient);
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return DanBiasClientReturn_Sucess;
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@ -237,27 +241,27 @@ namespace DanBias
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m_data->inputObj->Update();
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = m_data->gameClientState->Update(deltaTime, m_data->inputObj);
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state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
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if(state != Client::GameClientState::ClientState_Same)
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{
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m_data->gameClientState->Release();
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delete m_data->gameClientState;
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m_data->gameClientState = NULL;
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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->gameClientState = NULL;
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switch (state)
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{
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case Client::GameClientState::ClientState_Lobby:
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m_data->gameClientState = new Client::LobbyState();
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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break;
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case Client::GameClientState::ClientState_Game:
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m_data->gameClientState = new Client::GameState();
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m_data->recieverObj->gameClientState = new Client::GameState();
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break;
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default:
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return E_FAIL;
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break;
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}
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m_data->gameClientState->Init(m_data->r->nwClient); // send game client
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m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient); // send game client
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}
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return S_OK;
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@ -275,15 +279,18 @@ namespace DanBias
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swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
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SetWindowText(g_hWnd, title);
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m_data->gameClientState->Render();
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m_data->recieverObj->gameClientState->Render();
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return S_OK;
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}
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HRESULT DanBiasGame::CleanUp()
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{
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m_data->gameClientState->Release();
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delete m_data->gameClientState;
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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->nwClient->Disconnect();
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delete m_data->recieverObj->nwClient;
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delete m_data->recieverObj;
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delete m_data->inputObj;
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delete m_data;
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@ -20,7 +20,7 @@ private:
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public:
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virtual void Init(ModelInitData modelInit) = 0;
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virtual void setPos() = 0;
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virtual void setPos(Oyster::Math::Float4x4 world) = 0;
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virtual void Render() = 0;
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virtual void Release() = 0;
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@ -26,9 +26,9 @@ void C_DynamicObj::Init(ModelInitData modelInit)
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privData->model->WorldMatrix = modelInit.world;
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privData->model->Visible = modelInit.visible;
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}
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void C_DynamicObj::setPos()
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void C_DynamicObj::setPos(Oyster::Math::Float4x4 world)
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{
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privData->model->WorldMatrix = world;
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}
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void C_DynamicObj::Render()
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@ -14,7 +14,7 @@ public:
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C_DynamicObj(void);
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virtual ~C_DynamicObj(void);
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void Init(ModelInitData modelInit);
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void setPos();
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void setPos(Oyster::Math::Float4x4 world);
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void Render();
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void Release();
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@ -30,9 +30,9 @@ void C_Player::Init(ModelInitData modelInit)
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}
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void C_Player::setPos()
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void C_Player::setPos(Oyster::Math::Float4x4 world)
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{
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privData->model->WorldMatrix = world;
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}
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void C_Player::Render()
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@ -15,7 +15,7 @@ public:
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C_Player(void);
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~C_Player(void);
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void Init(ModelInitData modelInit);
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void setPos();
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void setPos(Oyster::Math::Float4x4 world);
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void Render();
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void Release();
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@ -29,9 +29,9 @@ void C_StaticObj::Init(ModelInitData modelInit)
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privData->model->Visible = modelInit.visible;
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}
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void C_StaticObj::setPos()
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void C_StaticObj::setPos(Oyster::Math::Float4x4 world)
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{
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privData->model->WorldMatrix = world;
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}
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void C_StaticObj::Render()
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@ -14,7 +14,7 @@ public:
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C_StaticObj(void);
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virtual ~C_StaticObj(void);
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void Init(ModelInitData modelInit);
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void setPos();
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void setPos(Oyster::Math::Float4x4 world);
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void Render();
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void Release();
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@ -27,9 +27,9 @@ void C_UIobject::Init(ModelInitData modelInit)
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privData->model->Visible = modelInit.visible;
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}
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void C_UIobject::setPos()
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void C_UIobject::setPos(Oyster::Math::Float4x4 world)
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{
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privData->model->WorldMatrix = world;
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}
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void C_UIobject::Render()
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@ -14,7 +14,7 @@ namespace DanBias
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C_UIobject(void);
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virtual ~C_UIobject(void);
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void Init(ModelInitData modelInit);
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void setPos();
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void setPos(Oyster::Math::Float4x4 world);
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void Render();
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void Release();
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@ -118,7 +118,8 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
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{
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movePlayer.bStrafeRight = true;
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}
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//PlayerPos* posPlayer;
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//Protocol(posPlayer);
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privData->nwClient->Send(movePlayer);
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@ -169,12 +170,45 @@ void GameState::Protocol(ProtocolStruct* pos)
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else if((PlayerPos*)pos)
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PlayerPosProtocol((PlayerPos*)pos);
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}
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void DanBias::Client::GameState::Protocol( PlayerPos* pos )
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{
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Oyster::Math::Float4x4 world, translate;
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world = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2] ));
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world = translate;
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privData->object[0]->setPos( world );
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}
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void DanBias::Client::GameState::Protocol( ObjPos* pos )
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{
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Oyster::Math::Float4x4 world;
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for(int i = 0; i<16; i++)
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{
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world[i] = pos->worldPos[i];
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}
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privData->object[1]->setPos(world);
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}
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void GameState::PlayerPosProtocol(PlayerPos* pos)
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{
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Oyster::Math::Float4x4 world, translate;
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world = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(pos->playerPos[0],pos->playerPos[1],pos->playerPos[2] ));
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world = translate;
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privData->object[0]->setPos( world );
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}
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void GameState::ObjectPosProtocol(ObjPos* pos)
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{
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Oyster::Math::Float4x4 world;
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for(int i = 0; i<16; i++)
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{
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world[i] = pos->worldPos[i];
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}
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privData->object[1]->setPos(world);
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}
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//void GameState::Protocol(LightPos pos);
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@ -32,6 +32,8 @@ public:
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bool Release()override;
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void Protocol(ProtocolStruct* pos)override;
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void Protocol(PlayerPos* pos);
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void Protocol(ObjPos* pos);
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void PlayerPosProtocol(PlayerPos* pos);
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void ObjectPosProtocol(ObjPos* pos);
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//void Protocol(LightPos pos);
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@ -29,8 +29,8 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
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}
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// Game client starter code goes here
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DanBias::DanBiasGameDesc gameDesc;
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gameDesc.port = 1;
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gameDesc.IP = "10.1010.303";
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gameDesc.port = 15151;
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gameDesc.IP = "193.11.186.101";
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gameDesc.hinst = hinst;
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gameDesc.nCmdShow = cmdShow;
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