No longer needs this walk logic in SoundSystem

This commit is contained in:
stiffly
2016-02-08 16:21:49 +01:00
parent 6f163bf3a3
commit 7752832ce5
2 changed files with 2 additions and 21 deletions
+1 -11
View File
@@ -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<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;