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.

This commit is contained in:
stiffly
2016-02-05 17:46:27 +01:00
parent 454eef8225
commit becb197feb
4 changed files with 60 additions and 56 deletions
-2
View File
@@ -133,8 +133,6 @@ private:
bool OnShoot(const Events::Shoot &e);
EventRelay<SoundManager, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned &e);
EventRelay<SoundManager, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand &e);
EventRelay<SoundManager, Events::Captured> m_ECaptured;
bool OnCaptured(const Events::Captured &e);
EventRelay<SoundManager, Events::PlayerDamage> m_EPlayerDamage;