restored lost edits
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d145853d34
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fed63e3593
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@ -6,6 +6,8 @@
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using namespace GameLogic;
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using namespace Oyster::Physics;
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using namespace Oyster::Math;
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const float MOVE_FORCE = 30;
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const float KEY_TIMER = 0.03f;
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const float AFFECTED_TIMER = 1.0f;
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@ -63,16 +65,21 @@ void Player::initPlayerData()
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this->deathTimer = 0;
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this->rotationUp = 0;
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ICustomBody::State state;
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this->rigidBody->GetState( state );
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state.staticFrictionCoeff = 0.0f;
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state.dynamicFrictionCoeff = 0.0f;
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this->rigidBody->SetState( state );
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}
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void Player::BeginFrame()
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{
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if( this->playerState != PLAYER_STATE_DEAD && this->playerState != PLAYER_STATE_DIED)
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if( !(this->playerState & (PLAYER_STATE_DEAD || PLAYER_STATE_DIED)) )
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{
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static const Float maxSpeed = 30;
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weapon->Update(0.002f);
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Oyster::Math::Float maxSpeed = 30;
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// Rotate player accordingly
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this->rigidBody->AddRotationAroundY(this->rotationUp);
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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@ -81,9 +88,9 @@ void Player::BeginFrame()
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Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();
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Oyster::Math::Float3 forwardDir = xform.v[2];
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Oyster::Math::Float3 upDir = xform.v[1];
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Oyster::Math::Float3 rightDir = xform.v[0];
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Oyster::Math::Float3 &forwardDir = xform.v[2].xyz;
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Oyster::Math::Float3 &upDir = xform.v[1].xyz;
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Oyster::Math::Float3 &rightDir = xform.v[0].xyz;
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forwardDir.Normalize();
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upDir.Normalize();
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rightDir.Normalize();
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@ -98,7 +105,7 @@ void Player::BeginFrame()
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// Walking data
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float walkSpeed = this->playerStats.movementSpeed*0.2f;
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Oyster::Math::Float &walkSpeed = this->playerStats.movementSpeed;
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// Check for input
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if(key_forward > 0.001)
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@ -10,7 +10,7 @@
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#include "DynamicArray.h"
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const float MAX_HP = 100.0f;
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const float BASIC_SPEED = 30.0f;
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const float BASIC_SPEED = 10.0f;
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namespace GameLogic
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{
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