[BlockCursor] Block destruction animation improved.
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@ -128,7 +128,7 @@ void BlockCursor::onEvent(const SDL_Event &event, Inventory &hotbarInventory, co
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void BlockCursor::update(Inventory &playerInventory, bool useDepthBuffer) {
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glm::vec4 selectedBlock = findSelectedBlock(useDepthBuffer);
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if (selectedBlock.x != m_selectedBlock.x || selectedBlock.y != m_selectedBlock.y || selectedBlock.z != m_selectedBlock.z)
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m_animationStart = 0;
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m_animationStart = (m_animationStart) ? GameClock::getTicks() : 0;
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m_selectedBlock = selectedBlock;
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@ -136,7 +136,7 @@ void BlockCursor::update(Inventory &playerInventory, bool useDepthBuffer) {
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u16 block = m_world.getBlock(m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z);
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playerInventory.addStack(block);
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m_world.setBlock(m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z, 0);
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m_animationStart = 0;
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m_animationStart = GameClock::getTicks();
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}
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updateVertexBuffer((GameClock::getTicks() - m_animationStart) / 100);
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