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