Fixed crash when trying to jump, when no player is spawned.
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@@ -25,7 +25,7 @@ void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComp
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void SoundSystem::Update(double dt)
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{
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// Temp for play test.
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if(m_DrumsIsPlaying) {
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if (m_DrumsIsPlaying) {
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m_DrumsIsPlaying = !drumTimer(dt);
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}
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}
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@@ -69,6 +69,9 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
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void SoundSystem::playerJumps()
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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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bool grounded = (bool)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["IsOnGround"];
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if (grounded) {
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Events::PlaySoundOnEntity e;
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@@ -124,11 +127,11 @@ bool SoundSystem::OnPlayerDamage(const Events::PlayerDamage & e)
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std::vector<std::string> paths;
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paths.push_back("Audio/hurt/hurt" + std::to_string(rand) + ".wav");
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// // Breathe
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// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
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// for (int i = 0; i < ammountOfbreaths; i++) {
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// paths.push_back("Audio/exhausted/breath.wav");
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// }
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// // Breathe
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// int ammountOfbreaths = (static_cast<int>(e.Damage) / 10) + 2; // TEMP: Idk something stupid like this shit
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// for (int i = 0; i < ammountOfbreaths; i++) {
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// paths.push_back("Audio/exhausted/breath.wav");
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// }
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Events::PlayQueueOnEntity ev;
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ev.Emitter = m_LocalPlayer;
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ev.FilePaths = paths;
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