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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@@ -69,8 +69,8 @@ bool SoundSystem::OnInputCommand(const Events::InputCommand & e)
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void SoundSystem::playerJumps()
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{
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glm::vec3 vel = (glm::vec3)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["Velocity"];
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if (vel.y == 0) {
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bool grounded = (bool)m_World->GetComponent(m_LocalPlayer.ID, "Physics")["IsOnGround"];
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if (grounded) {
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Events::PlaySoundOnEntity e;
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e.EmitterID = m_LocalPlayer.ID;
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e.FilePath = "Audio/jump/jump1.wav";
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