Add SteamworksSDK Shared Objects to git
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ClientApp/assets/steamworks_sdk/linux32/libsteam_api.so
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ClientApp/assets/steamworks_sdk/linux32/libsteam_api.so
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ClientApp/assets/steamworks_sdk/linux64/libsteam_api.so
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ClientApp/assets/steamworks_sdk/linux64/libsteam_api.so
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ClientApp/assets/steamworks_sdk/osx/libsteam_api.dylib
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ClientApp/assets/steamworks_sdk/osx/libsteam_api.dylib
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ClientApp/assets/steamworks_sdk/steam_api.dll
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ClientApp/assets/steamworks_sdk/steam_api.dll
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ClientApp/assets/steamworks_sdk/steam_api.lib
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ClientApp/assets/steamworks_sdk/steam_api.lib
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ClientApp/assets/steamworks_sdk/win64/steam_api64.dll
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ClientApp/assets/steamworks_sdk/win64/steam_api64.dll
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ClientApp/assets/steamworks_sdk/win64/steam_api64.lib
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ClientApp/assets/steamworks_sdk/win64/steam_api64.lib
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@@ -39,41 +39,8 @@ namespace CaveGame::Core
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float TimeOfDay;
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// UniqueQueue<Vector2> TileUpdateList;
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uint& GetTile(int x, int y)
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{
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float chunkX = Math::Floor((float)x / Chunk::ChunkSize);
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float chunkY = Math::Floor((float)y / Chunk::ChunkSize);
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float tileX = Math::Mod(x, Chunk::ChunkSize);
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float tileY = Math::Mod(y, Chunk::ChunkSize);
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Vector2 coords = Vector2(chunkX, chunkY);
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if (loaded_chunks.contains(coords))
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{
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return loaded_chunks.at(coords).GetTile(tileX, tileY);
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}
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}
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void SetTile(int x, int y, uint t)
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{
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float chunkX = Math::Floor((float)x / Chunk::ChunkSize);
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float chunkY = Math::Floor((float)y / Chunk::ChunkSize);
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float tileX = Math::Mod(x, Chunk::ChunkSize);
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float tileY = Math::Mod(y, Chunk::ChunkSize);
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const Vector2 coords = Vector2(chunkX, chunkY);
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if (loaded_chunks.contains(coords))
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{
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loaded_chunks.at(coords).SetTile(tileX, tileY, t);
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}
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}
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uint& GetTile(int x, int y);
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void SetTile(int x, int y, uint t);
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struct TileRaycastResult
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{
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@@ -111,11 +78,6 @@ namespace CaveGame::Core
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protected:
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std::unordered_map<Vector2, Chunk> loaded_chunks;
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private:
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};
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}
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@@ -7,4 +7,39 @@ namespace CaveGame::Core
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}
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uint &World::GetTile(int x, int y) {
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float chunkX = Math::Floor((float)x / Chunk::ChunkSize);
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float chunkY = Math::Floor((float)y / Chunk::ChunkSize);
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float tileX = Math::Mod(x, Chunk::ChunkSize);
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float tileY = Math::Mod(y, Chunk::ChunkSize);
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Vector2 coords = Vector2(chunkX, chunkY);
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if (loaded_chunks.contains(coords))
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{
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return loaded_chunks.at(coords).GetTile(tileX, tileY);
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}
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}
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void World::SetTile(int x, int y, uint t) {
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float chunkX = Math::Floor((float)x / Chunk::ChunkSize);
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float chunkY = Math::Floor((float)y / Chunk::ChunkSize);
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float tileX = Math::Mod(x, Chunk::ChunkSize);
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float tileY = Math::Mod(y, Chunk::ChunkSize);
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const Vector2 coords = Vector2(chunkX, chunkY);
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if (loaded_chunks.contains(coords))
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{
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loaded_chunks.at(coords).SetTile(tileX, tileY, t);
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}
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}
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}
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