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@@ -78,19 +78,21 @@ void CrystalPoint::update()
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if (player->rotation.x < -90)
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if (player->rotation.x < -90)
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player->rotation.x = -90;
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player->rotation.x = -90;
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- float speed = 20;
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+ float speed = 2;
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Vec3f oldPosition = player->position;
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Vec3f oldPosition = player->position;
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if (keyboardState.keys['a']) player->setPosition(0, deltaTime*speed, false);
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if (keyboardState.keys['a']) player->setPosition(0, deltaTime*speed, false);
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if (keyboardState.keys['d']) player->setPosition(180, deltaTime*speed, false);
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if (keyboardState.keys['d']) player->setPosition(180, deltaTime*speed, false);
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if (keyboardState.keys['w']) player->setPosition(90, deltaTime*speed, false);
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if (keyboardState.keys['w']) player->setPosition(90, deltaTime*speed, false);
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if (keyboardState.keys['s']) player->setPosition(270, deltaTime*speed, false);
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if (keyboardState.keys['s']) player->setPosition(270, deltaTime*speed, false);
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- if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
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- if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
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+ //if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
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+ //if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
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if (!worldhandler->isPlayerPositionValid())
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if (!worldhandler->isPlayerPositionValid())
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player->position = oldPosition;
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player->position = oldPosition;
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+ player->position.y = worldhandler->getHeight(player->position.x, player->position.z);
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+
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worldhandler->update(deltaTime);
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worldhandler->update(deltaTime);
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mousePosition = mousePosition + mouseOffset;
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mousePosition = mousePosition + mouseOffset;
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