use "m_" prefix for Client instance variables
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71368d1ed6
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@ -250,10 +250,12 @@ void Client::redraw()
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{
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m_modelview.load_identity();
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m_modelview.look_at(
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m_players[current_player]->x - m_player_dir_x * 25,
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m_players[current_player]->y - m_player_dir_y * 25,
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m_players[m_current_player]->x - m_player_dir_x * 25,
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m_players[m_current_player]->y - m_player_dir_y * 25,
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30,
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m_players[current_player]->x, m_players[current_player]->y, 20,
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m_players[m_current_player]->x,
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m_players[m_current_player]->y,
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20,
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0, 0, 1);
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for(std::map<sf::Uint8, refptr<Player> >::iterator piter = m_players.begin(); piter != m_players.end(); piter++)
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@ -393,8 +395,9 @@ void Client::draw_overlay()
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proj.ortho(-span, span, -span, span, -1, 1);
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proj.to_uniform(m_overlay_program.uniform("projection"));
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GLMatrix modelview;
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modelview.rotate(90 - m_players[current_player]->direction * 180 / M_PI, 0, 0, 1);
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modelview.translate(-m_players[current_player]->x, -m_players[current_player]->y, 0);
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modelview.rotate(90 - m_players[m_current_player]->direction * 180 / M_PI, 0, 0, 1);
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modelview.translate(-m_players[m_current_player]->x,
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-m_players[m_current_player]->y, 0);
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m_overlay_hex_attributes.bind();
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m_overlay_hex_indices.bind();
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glEnableVertexAttribArray(0);
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@ -445,8 +448,8 @@ void Client::draw_overlay()
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GLMatrix::Identity.to_uniform(
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m_overlay_hover_program.uniform("projection"));
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modelview.load_identity();
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modelview.translate(m_players[current_player]->hover - 1, 0, 0);
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modelview.scale(m_players[current_player]->hover * 2, 2.0, 1.0);
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modelview.translate(m_players[m_current_player]->hover - 1, 0, 0);
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modelview.scale(m_players[m_current_player]->hover * 2, 2.0, 1.0);
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modelview.to_uniform(m_overlay_hover_program.uniform("modelview"));
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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@ -486,8 +489,10 @@ void Client::draw_sky()
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m_sky_attributes.bind();
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m_projection.to_uniform(m_sky_program.uniform("projection"));
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m_modelview.push();
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m_modelview.translate(m_players[current_player]->x, m_players[current_player]->y, 0);
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m_modelview.rotate(m_players[current_player]->direction * 180.0 / M_PI, 0, 0, 1);
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m_modelview.translate(m_players[m_current_player]->x,
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m_players[m_current_player]->y, 0);
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m_modelview.rotate(m_players[m_current_player]->direction * 180.0 / M_PI,
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0, 0, 1);
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m_modelview.to_uniform(m_sky_program.uniform("modelview"));
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m_modelview.pop();
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
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@ -544,8 +549,8 @@ void Client::draw_shot_ring()
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m_shot_ring_attributes.bind();
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glEnableVertexAttribArray(0);
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m_modelview.push();
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m_modelview.translate(m_players[current_player]->x,
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m_players[current_player]->y, 0.4);
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m_modelview.translate(m_players[m_current_player]->x,
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m_players[m_current_player]->y, 0.4);
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m_projection.to_uniform(m_shot_ring_program.uniform("projection"));
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m_modelview.to_uniform(m_shot_ring_program.uniform("modelview"));
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glUniform1f(m_shot_ring_program.uniform("scale"),
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@ -11,9 +11,9 @@ Client::Client()
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{
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m_net_client = new Network();
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m_net_client->Create(59243, "127.0.0.1"); // Just connect to local host for now - testing
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client_has_focus = true;
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m_client_has_focus = true;
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m_players.clear();
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current_player = 0;
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m_current_player = 0;
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m_left_button_pressed = false;
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m_drawing_shot = false;
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}
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@ -28,7 +28,7 @@ void Client::run(bool fullscreen, int width, int height, std::string pname)
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{
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Timer client_timer;
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client_timer.Init();
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current_player_name = pname;
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m_current_player_name = pname;
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if (!create_window(fullscreen, width, height))
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return;
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m_clock.restart();
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@ -74,10 +74,10 @@ void Client::run(bool fullscreen, int width, int height, std::string pname)
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resize_window(event.size.width, event.size.height);
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break;
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case sf::Event::LostFocus:
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client_has_focus = false;
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m_client_has_focus = false;
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break;
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case sf::Event::GainedFocus:
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client_has_focus = true;
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m_client_has_focus = true;
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break;
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default:
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break;
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@ -120,9 +120,9 @@ void Client::update(double elapsed_time)
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client_packet >> name;
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// Should be a much better way of doing this.
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// Perhaps generate a random number
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if(name == current_player_name)
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if(name == m_current_player_name)
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{
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current_player = pindex;
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m_current_player = pindex;
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}
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// Create a new player if one does not exist.
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@ -182,7 +182,7 @@ void Client::update(double elapsed_time)
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// This is a fix so that the mouse will not move outside the window and
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// cause the user to click on another program.
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// Note: Does not work well with fast movement.
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if(client_has_focus)
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if(m_client_has_focus)
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{
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
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{
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@ -220,28 +220,28 @@ void Client::update(double elapsed_time)
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}
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/* decrease player hover when not over a tile */
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if (m_map.get_tile_at(m_players[current_player]->x,
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m_players[current_player]->y).isNull())
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if (m_map.get_tile_at(m_players[m_current_player]->x,
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m_players[m_current_player]->y).isNull())
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{
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m_players[current_player]->hover -= elapsed_time / 10;
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if (m_players[current_player]->hover < 0)
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m_players[current_player]->hover = 0;
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m_players[m_current_player]->hover -= elapsed_time / 10;
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if (m_players[m_current_player]->hover < 0)
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m_players[m_current_player]->hover = 0;
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}
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m_player_dir_x = cos(m_players[current_player]->direction);
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m_player_dir_y = sin(m_players[current_player]->direction);
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m_player_dir_x = cos(m_players[m_current_player]->direction);
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m_player_dir_y = sin(m_players[m_current_player]->direction);
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// Send an update to the server if something has changed
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if((m_players[current_player]->w_pressed != w_pressed) ||
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(m_players[current_player]->a_pressed != a_pressed) ||
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(m_players[current_player]->s_pressed != s_pressed) ||
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(m_players[current_player]->d_pressed != d_pressed) ||
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(m_players[current_player]->rel_mouse_movement != rel_mouse_movement))
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if((m_players[m_current_player]->w_pressed != w_pressed) ||
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(m_players[m_current_player]->a_pressed != a_pressed) ||
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(m_players[m_current_player]->s_pressed != s_pressed) ||
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(m_players[m_current_player]->d_pressed != d_pressed) ||
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(m_players[m_current_player]->rel_mouse_movement != rel_mouse_movement))
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{
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sf::Uint8 packet_type = PLAYER_UPDATE;
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client_packet.clear();
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client_packet << packet_type;
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client_packet << current_player;
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client_packet << m_current_player;
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client_packet << w_pressed;
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client_packet << a_pressed;
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client_packet << s_pressed;
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@ -250,11 +250,11 @@ void Client::update(double elapsed_time)
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m_net_client->sendData(client_packet);
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m_players[current_player]->w_pressed = w_pressed;
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m_players[current_player]->a_pressed = a_pressed;
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m_players[current_player]->s_pressed = s_pressed;
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m_players[current_player]->d_pressed = d_pressed;
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m_players[current_player]->rel_mouse_movement = rel_mouse_movement;
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m_players[m_current_player]->w_pressed = w_pressed;
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m_players[m_current_player]->a_pressed = a_pressed;
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m_players[m_current_player]->s_pressed = s_pressed;
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m_players[m_current_player]->d_pressed = d_pressed;
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m_players[m_current_player]->rel_mouse_movement = rel_mouse_movement;
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}
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}
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else if(!registered_player)
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@ -262,8 +262,8 @@ void Client::update(double elapsed_time)
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sf::Uint8 packet_type = PLAYER_CONNECT;
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client_packet.clear();
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client_packet << packet_type;
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client_packet << current_player;
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client_packet << current_player_name;
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client_packet << m_current_player;
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client_packet << m_current_player_name;
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m_net_client->sendData(client_packet, true);
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registered_player = true;
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}
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@ -37,8 +37,8 @@ class Client
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refptr<sf::Window> m_window;
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sf::Clock m_clock;
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Map m_map;
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sf::Uint8 current_player;
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std::string current_player_name;
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sf::Uint8 m_current_player;
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std::string m_current_player_name;
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std::map<sf::Uint8, refptr<Player> > m_players;
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int m_width;
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int m_height;
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@ -59,7 +59,7 @@ class Client
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GLBuffer m_quad_attributes;
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GLBuffer m_shot_ring_attributes;
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refptr<Network> m_net_client;
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bool client_has_focus;
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bool m_client_has_focus;
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sf::Texture m_lava_texture;
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bool m_left_button_pressed;
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bool m_drawing_shot;
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