Resolve conflicts 1
parent
1ed362cdc6
commit
bf856625b5
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@ -1,3 +1,7 @@
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# Project exclude paths
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/cmake-build-debug/
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/cmake-build-release/
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.idea/
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*.DS_Store
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engine_log.txt
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shooter
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165
CMakeLists.txt
165
CMakeLists.txt
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@ -28,90 +28,89 @@ add_executable(${CMAKE_PROJECT_NAME}
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ShooterConsts.h
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network/ShooterMsgType.h
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network/ShooterMsgType.cpp
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network/Chat.cpp
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network/Chat.h
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# 3d engine:
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engine/Consts.h
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engine/math/Vec4D.h
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engine/math/Vec4D.cpp
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engine/math/Vec3D.cpp
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engine/math/Vec3D.h
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engine/math/Vec2D.cpp
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engine/math/Vec2D.h
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engine/math/Matrix4x4.h
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engine/math/Matrix4x4.cpp
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engine/Triangle.h
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engine/Triangle.cpp
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engine/math/Plane.h
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engine/math/Plane.cpp
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engine/Mesh.h
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engine/Mesh.cpp
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engine/utils/Log.h
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engine/utils/Log.cpp
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engine/utils/Time.h
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engine/utils/Time.cpp
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engine/utils/Timer.cpp
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engine/utils/Timer.h
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engine/utils/ResourceManager.h
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engine/utils/ResourceManager.cpp
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engine/World.h
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engine/World.cpp
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engine/Camera.h
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engine/Camera.cpp
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engine/io/Screen.h
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engine/io/Screen.cpp
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engine/Engine.h
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engine/Engine.cpp
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engine/io/Keyboard.cpp
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engine/io/Keyboard.h
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engine/io/Mouse.cpp
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engine/io/Mouse.h
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engine/io/SoundController.cpp
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engine/io/SoundController.h
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engine/utils/ObjectController.cpp
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engine/utils/ObjectController.h
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engine/animation/Animation.h
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engine/animation/Timeline.cpp
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engine/animation/Timeline.h
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engine/animation/Interpolation.h
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engine/animation/Animation.cpp
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engine/animation/ATranslate.h
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engine/animation/AScale.h
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engine/animation/ARotate.h
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engine/animation/AWait.h
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engine/animation/AFunction.h
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engine/animation/AAttractToPoint.h
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engine/animation/ARotateRelativePoint.h
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engine/animation/ARotateLeft.h
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engine/animation/Interpolation.cpp
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engine/animation/Animations.h
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engine/animation/AShowCreation.h
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engine/animation/AShowUncreation.h
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engine/animation/ARotateLeftUpLookAt.h
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engine/animation/ADecompose.h
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engine/physics/RigidBody.cpp
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engine/physics/RigidBody.h
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engine/physics/Simplex.h
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engine/physics/HitBox.cpp
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engine/physics/HitBox.h
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engine/Object.cpp
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engine/Object.h
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engine/gui/Button.cpp
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engine/gui/Button.h
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engine/gui/Window.cpp
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engine/gui/Window.h
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engine/network/ClientUDP.cpp
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engine/network/ClientUDP.h
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engine/network/MsgType.cpp
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engine/network/MsgType.h
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engine/network/ReliableMsg.cpp
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engine/network/ReliableMsg.h
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engine/network/ServerUDP.cpp
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engine/network/ServerUDP.h
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engine/network/UDPConnection.cpp
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engine/network/UDPConnection.h
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engine/network/UDPSocket.cpp
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engine/network/UDPSocket.h)
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3dzavr/engine/Consts.h
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3dzavr/engine/math/Vec4D.h
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3dzavr/engine/math/Vec4D.cpp
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3dzavr/engine/math/Vec3D.cpp
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3dzavr/engine/math/Vec3D.h
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3dzavr/engine/math/Vec2D.cpp
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3dzavr/engine/math/Vec2D.h
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3dzavr/engine/math/Matrix4x4.h
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3dzavr/engine/math/Matrix4x4.cpp
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3dzavr/engine/Triangle.h
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3dzavr/engine/Triangle.cpp
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3dzavr/engine/math/Plane.h
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3dzavr/engine/math/Plane.cpp
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3dzavr/engine/Mesh.h
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3dzavr/engine/Mesh.cpp
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3dzavr/engine/utils/Log.h
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3dzavr/engine/utils/Log.cpp
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3dzavr/engine/utils/Time.h
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3dzavr/engine/utils/Time.cpp
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3dzavr/engine/utils/Timer.cpp
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3dzavr/engine/utils/Timer.h
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3dzavr/engine/utils/ResourceManager.h
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3dzavr/engine/utils/ResourceManager.cpp
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3dzavr/engine/World.h
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3dzavr/engine/World.cpp
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3dzavr/engine/Camera.h
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3dzavr/engine/Camera.cpp
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3dzavr/engine/io/Screen.h
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3dzavr/engine/io/Screen.cpp
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3dzavr/engine/Engine.h
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3dzavr/engine/Engine.cpp
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3dzavr/engine/io/Keyboard.cpp
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3dzavr/engine/io/Keyboard.h
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3dzavr/engine/io/Mouse.cpp
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3dzavr/engine/io/Mouse.h
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3dzavr/engine/io/SoundController.cpp
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3dzavr/engine/io/SoundController.h
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3dzavr/engine/utils/ObjectController.cpp
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3dzavr/engine/utils/ObjectController.h
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3dzavr/engine/animation/Animation.h
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3dzavr/engine/animation/Timeline.cpp
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3dzavr/engine/animation/Timeline.h
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3dzavr/engine/animation/Interpolation.h
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3dzavr/engine/animation/Animation.cpp
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3dzavr/engine/animation/ATranslate.h
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3dzavr/engine/animation/AScale.h
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3dzavr/engine/animation/ARotate.h
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3dzavr/engine/animation/AWait.h
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3dzavr/engine/animation/AFunction.h
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3dzavr/engine/animation/AAttractToPoint.h
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3dzavr/engine/animation/ARotateRelativePoint.h
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3dzavr/engine/animation/ARotateLeft.h
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3dzavr/engine/animation/Interpolation.cpp
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3dzavr/engine/animation/Animations.h
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3dzavr/engine/animation/AShowCreation.h
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3dzavr/engine/animation/AShowUncreation.h
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3dzavr/engine/animation/ARotateLeftUpLookAt.h
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3dzavr/engine/animation/ADecompose.h
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3dzavr/engine/physics/RigidBody.cpp
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3dzavr/engine/physics/RigidBody.h
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3dzavr/engine/physics/Simplex.h
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3dzavr/engine/physics/HitBox.cpp
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3dzavr/engine/physics/HitBox.h
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3dzavr/engine/Object.cpp
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3dzavr/engine/Object.h
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3dzavr/engine/gui/Button.cpp
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3dzavr/engine/gui/Button.h
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3dzavr/engine/gui/Window.cpp
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3dzavr/engine/gui/Window.h
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3dzavr/engine/network/ClientUDP.cpp
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3dzavr/engine/network/ClientUDP.h
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3dzavr/engine/network/MsgType.cpp
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3dzavr/engine/network/MsgType.h
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3dzavr/engine/network/ReliableMsg.cpp
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3dzavr/engine/network/ReliableMsg.h
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3dzavr/engine/network/ServerUDP.cpp
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3dzavr/engine/network/ServerUDP.h
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3dzavr/engine/network/UDPConnection.cpp
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3dzavr/engine/network/UDPConnection.h
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3dzavr/engine/network/UDPSocket.cpp
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3dzavr/engine/network/UDPSocket.h
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)
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if(APPLE OR UNIX)
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include_directories(/usr/local/include)
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15
Shooter.cpp
15
Shooter.cpp
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#include "Shooter.h"
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#include <fstream>
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#include <utility>
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#include "engine/animation/Animations.h"
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#include "3dzavr/engine/animation/Animations.h"
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#include "ShooterConsts.h"
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#include "engine/io/SoundController.h"
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#include "3dzavr/engine/io/SoundController.h"
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#include "network/Chat.h"
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using namespace std;
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// Read server/client settings and start both.
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// If client doesn't connect to the localhost - server doesn't start.
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server->generateBonuses();
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}
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client->requestMap(clientIp, ¤t_map);
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client->connect(clientIp, clientPort);
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player->setPlayerNickName(playerName);
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}
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void Shooter::start() {
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// connecting to the server
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initNetwork();
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// This code executed once in the beginning:
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setUpdateWorld(false);
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screen->setMouseCursorVisible(true);
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world->loadMap(ShooterConsts::MAP_OBJ, Vec3D{5, 5, 5});
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world->loadMap(current_map, Vec3D{5, 5, 5});
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// TODO: encapsulate call backs inside Player
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player->setAddTraceCallBack([this](const Vec3D &from, const Vec3D &to) {
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player->attach(camera);
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world->addBody(player);
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// connecting to the server
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initNetwork();
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// Waiting for connect and updating server if it's same window
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while (client->isWorking() && !client->connected()) {
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client->update();
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message = message.substr(0, message.size() - 1);
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}
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else if (s == (char)27) {//escape
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message = ""; //FIXME: неработает потому что isKeyTapped имеют задержку,
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message = ""; //FIXME: не работает потому что isKeyTapped имеют задержку,
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isTypingMessage = false; //т. е. этот код выполняется после нажатия на ESC,
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} // но при следующем цикле при проверке isKeyTapped(ESC) возвращается TRUE
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else if (message.length() < ShooterConsts::MAX_MESSAGE_LENGTH && s!=(char)13) {//13=enter
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Reference in New Issue