WIP
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@@ -31,7 +31,7 @@ private:
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// To get a difference when calculating the walking state.
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glm::vec3 m_LastPosition = glm::vec3();
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// The logic for making the sound play when player is moving
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void playerStep(double dt);
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void playerStep(double dt, EntityWrapper player);
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// Spawn a hexagon at origin of an Entity
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void spawnHexagon(EntityWrapper target);
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@@ -242,10 +242,9 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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}
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}
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}
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playerStep(dt, player);
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controller->Reset();
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}
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playerStep(dt);
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}
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@@ -281,11 +280,8 @@ void PlayerMovementSystem::updateVelocity(EntityWrapper player, double dt)
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position += velocity * (float)dt;
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}
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void PlayerMovementSystem::playerStep(double dt)
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void PlayerMovementSystem::playerStep(double dt, EntityWrapper player)
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{
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if (!m_LocalPlayer.Valid()) {
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return;
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}
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// Position of the local player, used see how far a player has moved.
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glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
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// Used to see if a player is airborne.
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@@ -298,7 +294,7 @@ void PlayerMovementSystem::playerStep(double dt)
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// Create footstep sound
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Events::PlaySoundOnEntity e;
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e.Emitter = m_LocalPlayer;
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e.FilePath = m_LeftFoot ? "Audio/footstep/footstep2.wav" : "Audio/footstep/footstep3.wav";
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e.FilePath = m_LeftFoot ? "Audio/Footstep/Footstep2.wav" : "Audio/Footstep/Footstep3.wav";
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m_LeftFoot = !m_LeftFoot;
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m_EventBroker->Publish(e);
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m_DistanceMoved = 0.f;
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