diff --git a/include/Game/Systems/SoundSystem.h b/include/Game/Systems/SoundSystem.h index 4f0e7211..c69f7296 100644 --- a/include/Game/Systems/SoundSystem.h +++ b/include/Game/Systems/SoundSystem.h @@ -39,17 +39,7 @@ private: void playerJumps(); // Helper function EntityID createChildEmitter(EntityWrapper parent); - - // Walking logic - // Keeps track of how far the player has walked within this "key press session". - float m_DistanceMoved = 0.0f; - // How far a step is (How often the step sound will be played). - const float m_PlayerStepLength = 1.75f; - // To get a difference when calculating the walking state. - glm::vec3 m_LastPosition = glm::vec3(); - // Determine what sound file to play. - bool m_LeftFoot = false; - + std::default_random_engine generator; EventRelay m_EPlayerSpawned; diff --git a/src/Game/Systems/SoundSystem.cpp b/src/Game/Systems/SoundSystem.cpp index 8315160c..b218e6c1 100644 --- a/src/Game/Systems/SoundSystem.cpp +++ b/src/Game/Systems/SoundSystem.cpp @@ -18,9 +18,7 @@ SoundSystem::SoundSystem(World* world, EventBroker* eventbroker) } void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) -{ - -} +{ } void SoundSystem::Update(double dt) { } @@ -52,13 +50,6 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e) return true; } } - if (e.Command == "Forward" || e.Command == "Right") { - if (e.Value == 0) { - // Key released - // Reset the distance moved (player walk logic) - m_DistanceMoved = 0.f; - } - } if (e.Command == "TakeDamage" && e.Value > 0) { Events::PlayerDamage ev; ev.Player = m_LocalPlayer;