No longer needs this walk logic in SoundSystem
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@@ -40,16 +40,6 @@ private:
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// Helper function
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// Helper function
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EntityID createChildEmitter(EntityWrapper parent);
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EntityID createChildEmitter(EntityWrapper parent);
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// Walking logic
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// Keeps track of how far the player has walked within this "key press session".
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float m_DistanceMoved = 0.0f;
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// How far a step is (How often the step sound will be played).
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const float m_PlayerStepLength = 1.75f;
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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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// Determine what sound file to play.
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bool m_LeftFoot = false;
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std::default_random_engine generator;
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std::default_random_engine generator;
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EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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@@ -18,9 +18,7 @@ SoundSystem::SoundSystem(World* world, EventBroker* eventbroker)
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}
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}
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void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt)
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void SoundSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt)
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{
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{ }
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}
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void SoundSystem::Update(double dt)
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void SoundSystem::Update(double dt)
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{ }
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{ }
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@@ -52,13 +50,6 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
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return true;
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return true;
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}
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}
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}
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}
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if (e.Command == "Forward" || e.Command == "Right") {
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if (e.Value == 0) {
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// Key released
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// Reset the distance moved (player walk logic)
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m_DistanceMoved = 0.f;
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}
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}
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if (e.Command == "TakeDamage" && e.Value > 0) {
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if (e.Command == "TakeDamage" && e.Value > 0) {
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Events::PlayerDamage ev;
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Events::PlayerDamage ev;
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ev.Player = m_LocalPlayer;
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ev.Player = m_LocalPlayer;
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