fixed footsteps
also @bryanna i moved the grapple poles in the village so they can be reached without the trumpet jump
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		@@ -90,18 +90,6 @@ public class PlayerMovement : MonoBehaviour
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        } else {
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            this._moveInput = Vector2.zero;
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        }
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        if (!IsJumping && !_isJumpFalling && !isRegFalling && value.Get<Vector2>().x != 0) {
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            if (!soundPlaying) {
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                print("footsteps PLAY");
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                audioSource.Play();
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                soundPlaying = true;
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            }
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        } else if (audioSource.isPlaying && audioSource.clip.name == "footsteps") {
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            print("footsteps stop");
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            audioSource.Stop();
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            soundPlaying = false;
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        }
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    }
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    void OnJump()
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@@ -227,6 +215,14 @@ public class PlayerMovement : MonoBehaviour
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                gameObject.transform.Find("Trumpet").GetComponent<AudioSource>().Play();
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            }
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        }
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        // stop sound if needed
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        if (soundPlaying && (isRegFalling || IsJumping || _isJumpFalling)) {
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            print("footsteps stop");
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            audioSource.Stop();
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            soundPlaying = false;
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        }
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        //WALL JUMP
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        // else if (CanWallJump() && LastPressedJumpTime > 0)
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        // {
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@@ -292,6 +288,20 @@ public class PlayerMovement : MonoBehaviour
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            SetGravityScale(Data.gravityScale);
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        }
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        #endregion
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        #region SOUND CHECKS
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        if (!IsJumping && !_isJumpFalling && !isRegFalling && _moveInput.x != 0) {
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            if (!soundPlaying) {
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                // print("footsteps PLAY");
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                audioSource.Play();
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                soundPlaying = true;
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            }
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        } else if (soundPlaying && audioSource.clip.name == "footsteps") {
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            // print("footsteps stop");
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            audioSource.Stop();
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            soundPlaying = false;
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        }
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        #endregion
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    }
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    private void FixedUpdate()
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@@ -380,15 +390,6 @@ public class PlayerMovement : MonoBehaviour
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        //Convert this to a vector and apply to rigidbody
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        RB.AddForce(movement * Vector2.right, ForceMode2D.Force);
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        // play sound
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        // if (!IsJumping && movement != 0) {
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        //     if (!audioSource.isPlaying) {
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        //         audioSource.Play();
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        //     }
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        // } else if (audioSource.isPlaying && audioSource.clip.name == "footsteps") {
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        //     audioSource.Stop();
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        // }
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        /*
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		 * For those interested here is what AddForce() will do
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		 * RB.velocity = new Vector2(RB.velocity.x + (Time.fixedDeltaTime  * speedDif * accelRate) / RB.mass, RB.velocity.y);
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