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revert type squish, spacing, code review comment
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parent
d5d9479b65
commit
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2 changed files with 6 additions and 6 deletions
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@ -143,10 +143,10 @@ int main(int argc, const char* argv[]) {
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gettimeofday(&thisSend, NULL);
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// find the current avatar mixer
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Agent *avatarMixer = agentList->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER);
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Agent* avatarMixer = agentList->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER);
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// make sure we actually have an avatar mixer with an active socket
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if (agentList->getOwnerID() != UNKNOWN_AGENT_ID && avatarMixer != NULL && avatarMixer->getActiveSocket() != NULL) {
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if (agentList->getOwnerID() != UNKNOWN_AGENT_ID && avatarMixer && avatarMixer->getActiveSocket() != NULL) {
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unsigned char* packetPosition = broadcastPacket + sizeof(PACKET_HEADER);
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packetPosition += packAgentId(packetPosition, agentList->getOwnerID());
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@ -429,7 +429,7 @@ void updateAvatar(float frametime) {
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myAvatar.setCameraNearClip(::viewFrustum.getNearClip());
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myAvatar.setCameraFarClip(::viewFrustum.getFarClip());
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AgentList *agentList = AgentList::getInstance();
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AgentList* agentList = AgentList::getInstance();
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if (agentList->getOwnerID() != UNKNOWN_AGENT_ID) {
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// if I know my ID, send head/hand data to the avatar mixer and voxel server
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@ -451,9 +451,9 @@ void updateAvatar(float frametime) {
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glm::vec3 avatarPos = myAvatar.getPosition();
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// For some reason, we don't want to flip X and Z here.
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::paintingVoxel.x = avatarPos.x/10.0;
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::paintingVoxel.y = avatarPos.y/10.0;
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::paintingVoxel.z = avatarPos.z/10.0;
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::paintingVoxel.x = avatarPos.x / 10.0;
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::paintingVoxel.y = avatarPos.y / 10.0;
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::paintingVoxel.z = avatarPos.z / 10.0;
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unsigned char* bufferOut;
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int sizeOut;
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