Sneaking actually makes player make less sound.
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@ -11,8 +11,6 @@ ISSUES: Bugs, Cleanup and Refinements
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- Experiment with making handholds glow faintly.
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- Disable footstep sounds, soften inventory sounds while player sneaks.
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- Redesign how falling_nodes pile up.
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- Make sure nodes are not destroyed.
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- Allow node displacement sideways?
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@ -10,7 +10,8 @@ local function wieldsound(player, idx, gain)
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local t = {}
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for k, v in pairs(def.sounds.dig) do t[k] = v end
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t.pos = player:get_pos()
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t.gain = gain
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t.gain = gain or 1
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if player:get_player_control().sneak then t.gain = t.gain / 4 end
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return function() minetest.sound_play(t.name, t) end
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end
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return function() end
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@ -1,8 +1,10 @@
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-- LUALOCALS < ---------------------------------------------------------
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local minetest
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= minetest
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local minetest, pairs
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= minetest, pairs
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-- LUALOCALS > ---------------------------------------------------------
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local footsteps = {}
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minetest.register_on_joinplayer(function(player)
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local inv = player:get_inventory()
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inv:set_size("main", 8)
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@ -18,6 +20,7 @@ minetest.register_on_joinplayer(function(player)
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-- Allow slight zoom for screenshots
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zoom_fov = 60
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})
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footsteps[player:get_player_name()] = true
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end)
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minetest.register_allow_player_inventory_action(function(_, action)
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@ -25,3 +28,16 @@ minetest.register_allow_player_inventory_action(function(_, action)
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end)
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minetest.unregister_chatcommand("kill")
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minetest.register_globalstep(function()
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for _, player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local value = not player:get_player_control().sneak
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if footsteps[name] ~= value then
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player:set_properties({
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makes_footstep_sound = value
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})
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footsteps[name] = value
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end
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end
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end)
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