Started refactoring. Put player walk logic in a designated sound system.
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#ifndef Systems_SoundSystem_h__
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#define Systems_SoundSystem_h__
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#include "../Engine/Core/System.h"
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#include "../Engine/Sound/SoundManager.h"
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#include "../Engine/Core/EPlayerSpawned.h"
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class SoundSystem : public PureSystem, ImpureSystem, SoundManager
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{
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public:
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SoundSystem(World* world, EventBroker* eventbroker);
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virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cComponent, double dt) override;
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virtual void Update(double dt) override;
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private:
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void playerStep(double dt);
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EntityWrapper m_LocalPlayer = EntityWrapper();
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World* m_World = nullptr;
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EventBroker* m_EventBroker = nullptr;
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// TODO: WIP Update this
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double m_TimeSinceLastFootstep = 0.0;
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const double m_PlayerFootstepInterval = 1.0;
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bool m_LeftFoot = false;
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EventRelay<SoundSystem, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned &e);
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};
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#endif
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