Hard coded (read retarded) improvements added to player walk logic
This commit is contained in:
@@ -220,7 +220,7 @@ void SoundSystem::playerStep(double dt)
|
||||
bool isAirborne = vel.y != 0;
|
||||
if (playerSpeed > 1 && !isAirborne) {
|
||||
// Player is walking
|
||||
if (m_TimeSinceLastFootstep * playerSpeed > m_PlayerFootstepInterval) {
|
||||
if (m_TimeSinceLastFootstep * std::min<float>(playerSpeed, 2) > m_PlayerFootstepInterval) {
|
||||
// Create footstep sound
|
||||
EntityID child = m_World->CreateEntity(m_LocalPlayer);
|
||||
m_World->AttachComponent(child, "Transform");
|
||||
|
||||
Reference in New Issue
Block a user