Player walk is now based on distance traveled, and it is also reset when key is released. However when dashing the player step sound is still played. The distance of a step is also hard coded in the header file. Will config it up some day.
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@@ -133,8 +133,6 @@ private:
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bool OnShoot(const Events::Shoot &e);
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EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned &e);
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EventRelay<SoundManager, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand &e);
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EventRelay<SoundManager, Events::Captured> m_ECaptured;
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bool OnCaptured(const Events::Captured &e);
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EventRelay<SoundManager, Events::PlayerDamage> m_EPlayerDamage;
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