Walking sound logic moved to PlayerMovementSystem and makes use of "wishDirection" to alleviate the problem where m_DistanceMoved were reset when it was not supposed to.
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@@ -30,8 +30,6 @@ public:
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
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virtual void Update(double dt) override;
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private:
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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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EntityWrapper m_LocalPlayer = EntityWrapper();
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World* m_World = nullptr;
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