Revert "Indentation style changed to Horstmann"
This reverts commit f2259f712d.
Conflicts:
src/GameWorld.cpp
src/Systems/PhysicsSystem.cpp
This commit is contained in:
@@ -13,42 +13,53 @@ void Systems::FreeSteeringSystem::Update(double dt)
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}
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void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{ auto steering = m_World->GetComponent<Components::FreeSteering>(entity, "FreeSteering");
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{
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auto steering = m_World->GetComponent<Components::FreeSteering>(entity, "FreeSteering");
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auto input = m_World->GetComponent<Components::Input>(entity, "Input");
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if (steering && input)
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{ auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
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glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
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float speed = steering->Speed;
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if (input->KeyState[GLFW_KEY_LEFT_SHIFT])
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{ speed *= 4.0f;
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{
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speed *= 4.0f;
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}
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if (input->KeyState[GLFW_KEY_LEFT_ALT])
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{ speed /= 4.0f;
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{
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speed /= 4.0f;
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}
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if (input->KeyState[GLFW_KEY_A])
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{ transform->Position -= Camera_Right * (float)dt * speed;
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{
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transform->Position -= Camera_Right * (float)dt * speed;
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}
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else if (input->KeyState[GLFW_KEY_D])
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{ transform->Position += Camera_Right * (float)dt * speed;
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{
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transform->Position += Camera_Right * (float)dt * speed;
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}
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if (input->KeyState[GLFW_KEY_W])
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{ transform->Position -= Camera_Forward * (float)dt * speed;
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{
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transform->Position -= Camera_Forward * (float)dt * speed;
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}
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if (input->KeyState[GLFW_KEY_S])
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{ transform->Position += Camera_Forward * (float)dt * speed;
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{
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transform->Position += Camera_Forward * (float)dt * speed;
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}
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if (input->KeyState[GLFW_KEY_SPACE])
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{ transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
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{
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transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
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}
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if (input->KeyState[GLFW_KEY_LEFT_CONTROL])
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{ transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
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{
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transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
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}
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if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT])
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{ // TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS // spelling tobias :3
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{
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// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS // spelling tobias :3
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//---------------------------------------------------------------------
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transform->Orientation = glm::angleAxis<float>(input->dY / 300.f, glm::vec3(1, 0, 0)) * transform->Orientation;
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