Now using appropriate variable to see if a player is on ground. Does not check if playervel.y == 0 which will be false if a player is on a obstacle.
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@@ -187,13 +187,12 @@ void PlayerMovementSystem::playerStep(double dt)
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}
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// Position of the local player, used see how far a player has moved.
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glm::vec3 pos = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Transform")["Position"];
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// Velocity of the local player, used to see if a player is airborne.
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glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
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// Used to see if a player is airborne.
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bool grounded = (bool)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["IsOnGround"];
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m_DistanceMoved += glm::length(pos - m_LastPosition);
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// Set the last position for next iteration
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m_LastPosition = pos;
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bool isAirborne = vel.y != 0;
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if (m_DistanceMoved > m_PlayerStepLength && !isAirborne) {
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if (m_DistanceMoved > m_PlayerStepLength && grounded) {
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// Player moved a step's distance
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// Create footstep sound
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Events::PlaySoundOnEntity e;
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