forked from Mirrorlandia_minetest/minetest
Fix walking sound of other players (and other objects)
This commit is contained in:
parent
3241ad3ae8
commit
6b20ea0752
@ -885,7 +885,8 @@ public:
|
|||||||
m_step_distance_counter = 0;
|
m_step_distance_counter = 0;
|
||||||
if(!m_is_local_player && m_prop.makes_footstep_sound){
|
if(!m_is_local_player && m_prop.makes_footstep_sound){
|
||||||
INodeDefManager *ndef = m_gamedef->ndef();
|
INodeDefManager *ndef = m_gamedef->ndef();
|
||||||
v3s16 p = floatToInt(getPosition()+v3f(0,-0.5*BS, 0), BS);
|
v3s16 p = floatToInt(getPosition() + v3f(0,
|
||||||
|
(m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
|
||||||
MapNode n = m_env->getMap().getNodeNoEx(p);
|
MapNode n = m_env->getMap().getNodeNoEx(p);
|
||||||
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
|
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
|
||||||
m_gamedef->sound()->playSoundAt(spec, false, getPosition());
|
m_gamedef->sound()->playSoundAt(spec, false, getPosition());
|
||||||
|
Loading…
Reference in New Issue
Block a user