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@@ -1,6 +1,7 @@
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#include "client/Game.h"
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#include "client/Game.h"
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#include "client/utils/Utils.h"
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#include "client/utils/Utils.h"
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#include "rendering/Renderer.h"
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#include "rendering/Renderer.h"
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+#include "common/utils/String.h"
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Game::Game(const Control& control, const Camera& camera, Ray& ray, const Clock& fps, const Clock& tps,
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Game::Game(const Control& control, const Camera& camera, Ray& ray, const Clock& fps, const Clock& tps,
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RenderSettings& renderSettings) :
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RenderSettings& renderSettings) :
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@@ -48,7 +49,7 @@ void Game::tick() {
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ray.set(pos, lengthAngle, widthAngle);
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ray.set(pos, lengthAngle, widthAngle);
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if(control.keys.test5.getDownTime() == 1) {
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if(control.keys.test5.getDownTime() == 1) {
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- renderSettings.shadows = !renderSettings.shadows;
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+ renderSettings.ssao = !renderSettings.ssao;
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}
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}
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renderSettings.testRadius /= 0.95f;
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renderSettings.testRadius /= 0.95f;
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@@ -72,17 +73,17 @@ void Game::renderTextOverlay(float lag, Renderer& renderer, FontRenderer& fr) co
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(void) lag;
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(void) lag;
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renderer.scale(1.0f).update();
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renderer.scale(1.0f).update();
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- char buffer[50];
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+ String s;
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- snprintf(buffer, 50, "FPS: %.2f", fps.getUpdatesPerSecond());
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+ s.append("FPS: ").append(fps.getUpdatesPerSecond());
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- fr.drawString(10, 10, buffer);
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+ fr.drawString(10, 10, s);
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- snprintf(buffer, 50, "TPS: %.2f", tps.getUpdatesPerSecond());
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+ s.clear().append("TPS: ").append(tps.getUpdatesPerSecond());
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- fr.drawString(10, 20, buffer);
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+ fr.drawString(10, 20, s);
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- snprintf(buffer, 50, "Bias: %.6f", renderSettings.testBias);
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+ s.clear().append("Bias: ").append("%.6f", renderSettings.testBias);
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- fr.drawString(10, 30, buffer);
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+ fr.drawString(10, 30, s);
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- snprintf(buffer, 50, "Radius: %.6f", renderSettings.testRadius);
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+ s.clear().append("Radius: ").append("%.6f", renderSettings.testRadius);
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- fr.drawString(10, 40, buffer);
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+ fr.drawString(10, 40, s);
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- snprintf(buffer, 50, "Shadows: %d", renderSettings.shadows);
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+ s.clear().append("Shadows: ").append(renderSettings.shadows);
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- fr.drawString(10, 50, buffer);
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+ fr.drawString(10, 50, s);
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}
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}
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bool Game::isRunning() const {
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bool Game::isRunning() const {
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