Working on fixing dorm bugs and some uni
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939136c705
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@@ -240,7 +240,7 @@ void Character::update(int64_t deltaMs) {
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lookTarget = attackTarget->position;
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}
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targetFacingAngle = facingAngle;
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//targetFacingAngle = facingAngle;
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if (currentState == AnimationState::WALK || currentState == AnimationState::STAND)
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{
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@@ -294,7 +294,7 @@ void Character::update(int64_t deltaMs) {
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}
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}
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else {
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targetFacingAngle = facingAngle;
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//targetFacingAngle = facingAngle;
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}
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}
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}
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@@ -355,6 +355,9 @@ void Character::update(int64_t deltaMs) {
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while (angleDiff > static_cast<float>(M_PI)) angleDiff -= 2.f * static_cast<float>(M_PI);
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while (angleDiff < -static_cast<float>(M_PI)) angleDiff += 2.f * static_cast<float>(M_PI);
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float rotStep = rotationSpeed * static_cast<float>(deltaMs) / 1000.f;
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//std::cout << this->npcName << " targetFacingAngle: " << targetFacingAngle << " radians, " << (targetFacingAngle * 180.f / static_cast<float>(M_PI)) << " degrees\n";
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//std::cout << this->npcName << " facingAngle: " << facingAngle << " radians, " << (facingAngle * 180.f / static_cast<float>(M_PI)) << " degrees\n";
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if (std::fabs(angleDiff) <= rotStep) {
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facingAngle = targetFacingAngle;
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// One-shot face-target: once aligned, stop tracking. Otherwise the NPC
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@@ -362,6 +365,8 @@ void Character::update(int64_t deltaMs) {
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// started, even as the player moved away.
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faceTarget = nullptr;
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} else {
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//std::cout << this->npcName << " facingAngle difference: " << angleDiff << " radians, " << (angleDiff * 180.f / static_cast<float>(M_PI)) << " degrees\n";
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facingAngle += (angleDiff > 0.f ? rotStep : -rotStep);
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}
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