Make players respect makes_footstep_sound in the object properties
parent
de028fc056
commit
6658ad3d94
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@ -1583,6 +1583,10 @@ void GenericCAO::processMessage(const std::string &data)
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m_initial_tx_basepos_set = true;
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m_tx_basepos = m_prop.initial_sprite_basepos;
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}
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if (m_is_local_player) {
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LocalPlayer *player = m_env->getLocalPlayer();
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player->makes_footstep_sound = m_prop.makes_footstep_sound;
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}
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if ((m_is_player && !m_is_local_player) && m_prop.nametag == "")
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m_prop.nametag = m_name;
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10
src/game.cpp
10
src/game.cpp
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@ -476,6 +476,7 @@ class SoundMaker
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ISoundManager *m_sound;
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INodeDefManager *m_ndef;
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public:
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bool makes_footstep_sound;
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float m_player_step_timer;
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SimpleSoundSpec m_player_step_sound;
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@ -485,6 +486,7 @@ public:
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SoundMaker(ISoundManager *sound, INodeDefManager *ndef):
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m_sound(sound),
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m_ndef(ndef),
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makes_footstep_sound(true),
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m_player_step_timer(0)
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{
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}
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@ -493,6 +495,7 @@ public:
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{
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if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
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m_player_step_timer = 0.03;
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if (makes_footstep_sound)
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m_sound->playSound(m_player_step_sound, false);
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}
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}
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@ -3419,12 +3422,15 @@ void Game::updateSound(f32 dtime)
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camera->getCameraNode()->getUpVector());
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sound->setListenerGain(g_settings->getFloat("sound_volume"));
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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// Tell the sound maker whether to make footstep sounds
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soundmaker->makes_footstep_sound = player->makes_footstep_sound;
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// Update sound maker
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if (player->makes_footstep_sound)
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soundmaker->step(dtime);
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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ClientMap &map = client->getEnv().getClientMap();
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MapNode n = map.getNodeNoEx(player->getFootstepNodePos());
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soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
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@ -58,6 +58,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
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last_camera_fov(0),
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last_wanted_range(0),
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camera_impact(0.f),
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makes_footstep_sound(true),
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last_animation(NO_ANIM),
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hotbar_image(""),
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hotbar_selected_image(""),
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@ -91,6 +91,8 @@ public:
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float camera_impact;
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bool makes_footstep_sound;
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int last_animation;
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float last_animation_speed;
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