Make players respect makes_footstep_sound in the object properties

This commit is contained in:
TeTpaAka 2015-06-28 20:51:59 +02:00 committed by Ekdohibs
parent de028fc056
commit 6658ad3d94
4 changed files with 17 additions and 4 deletions

@ -1583,6 +1583,10 @@ void GenericCAO::processMessage(const std::string &data)
m_initial_tx_basepos_set = true; m_initial_tx_basepos_set = true;
m_tx_basepos = m_prop.initial_sprite_basepos; m_tx_basepos = m_prop.initial_sprite_basepos;
} }
if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
player->makes_footstep_sound = m_prop.makes_footstep_sound;
}
if ((m_is_player && !m_is_local_player) && m_prop.nametag == "") if ((m_is_player && !m_is_local_player) && m_prop.nametag == "")
m_prop.nametag = m_name; m_prop.nametag = m_name;

@ -476,6 +476,7 @@ class SoundMaker
ISoundManager *m_sound; ISoundManager *m_sound;
INodeDefManager *m_ndef; INodeDefManager *m_ndef;
public: public:
bool makes_footstep_sound;
float m_player_step_timer; float m_player_step_timer;
SimpleSoundSpec m_player_step_sound; SimpleSoundSpec m_player_step_sound;
@ -485,6 +486,7 @@ public:
SoundMaker(ISoundManager *sound, INodeDefManager *ndef): SoundMaker(ISoundManager *sound, INodeDefManager *ndef):
m_sound(sound), m_sound(sound),
m_ndef(ndef), m_ndef(ndef),
makes_footstep_sound(true),
m_player_step_timer(0) m_player_step_timer(0)
{ {
} }
@ -493,7 +495,8 @@ public:
{ {
if (m_player_step_timer <= 0 && m_player_step_sound.exists()) { if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
m_player_step_timer = 0.03; m_player_step_timer = 0.03;
m_sound->playSound(m_player_step_sound, false); if (makes_footstep_sound)
m_sound->playSound(m_player_step_sound, false);
} }
} }
@ -3419,11 +3422,14 @@ void Game::updateSound(f32 dtime)
camera->getCameraNode()->getUpVector()); camera->getCameraNode()->getUpVector());
sound->setListenerGain(g_settings->getFloat("sound_volume")); sound->setListenerGain(g_settings->getFloat("sound_volume"));
LocalPlayer *player = client->getEnv().getLocalPlayer();
// Tell the sound maker whether to make footstep sounds
soundmaker->makes_footstep_sound = player->makes_footstep_sound;
// Update sound maker // Update sound maker
soundmaker->step(dtime); if (player->makes_footstep_sound)
soundmaker->step(dtime);
LocalPlayer *player = client->getEnv().getLocalPlayer();
ClientMap &map = client->getEnv().getClientMap(); ClientMap &map = client->getEnv().getClientMap();
MapNode n = map.getNodeNoEx(player->getFootstepNodePos()); MapNode n = map.getNodeNoEx(player->getFootstepNodePos());

@ -58,6 +58,7 @@ LocalPlayer::LocalPlayer(Client *client, const char *name):
last_camera_fov(0), last_camera_fov(0),
last_wanted_range(0), last_wanted_range(0),
camera_impact(0.f), camera_impact(0.f),
makes_footstep_sound(true),
last_animation(NO_ANIM), last_animation(NO_ANIM),
hotbar_image(""), hotbar_image(""),
hotbar_selected_image(""), hotbar_selected_image(""),

@ -91,6 +91,8 @@ public:
float camera_impact; float camera_impact;
bool makes_footstep_sound;
int last_animation; int last_animation;
float last_animation_speed; float last_animation_speed;