Partial solution for collision problems
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@@ -175,7 +175,39 @@ void InWorld::HandleMonsterAttack(MonsterPacket* const argPacket) {
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//player movement
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//-------------------------
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//TODO: add a "movement" packet type
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void InWorld::ProcessLocalCharacterMovement() {
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//character movement
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if (!localCharacter) {
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return;
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}
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Vector2 newMotion = {0, 0};
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if (keyState[SDLK_w]) {
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newMotion.y -= CHARACTER_WALKING_SPEED;
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}
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if (keyState[SDLK_a]) {
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newMotion.x -= CHARACTER_WALKING_SPEED;
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}
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if (keyState[SDLK_s]) {
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newMotion.y += CHARACTER_WALKING_SPEED;
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}
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if (keyState[SDLK_d]) {
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newMotion.x += CHARACTER_WALKING_SPEED;
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}
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//handle diagonals
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if (newMotion.x != 0 && newMotion.y != 0) {
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newMotion *= CHARACTER_WALKING_MOD;
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}
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//set the info
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if (localCharacter->GetMotion() != newMotion) {
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localCharacter->SetMotion(newMotion);
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localCharacter->CorrectSprite();
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SendLocalCharacterMovement();
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}
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}
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void InWorld::SendLocalCharacterMovement() {
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CharacterPacket newPacket;
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newPacket.type = SerialPacketType::CHARACTER_MOVEMENT;
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