forked from Mirrorlandia_minetest/minetest
Footsteps: Fix offset footstep and shallow water sound bugs
Fix footstep sounds coming from nodes to either side when walking on a 1 node wide row of nodebox slabs such as default:snow. Fix sand footsteps when swimming in 1 node deep water. Use a new function 'getFootstepNodePos()' instead of 'getStandingNodePos()' to avoid using a horizontally-offset 'sneak node' for sounds. Sound is selected from the node BS * 0.05 below the player's feet, so that 1/16th slabs will play the slab sound but 1/32nd slabs will not. If the player is not 'touching ground' the node detection position is changed to BS * 0.5 below to preserve footstep sounds when landing after a jump or fall.
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1de08e1961
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@ -3530,7 +3530,7 @@ void Game::updateSound(f32 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->getStandingNodePos());
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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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}
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@ -655,6 +655,18 @@ v3s16 LocalPlayer::getStandingNodePos()
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return floatToInt(getPosition() - v3f(0, BS, 0), BS);
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}
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v3s16 LocalPlayer::getFootstepNodePos()
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{
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if (touching_ground)
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// BS * 0.05 below the player's feet ensures a 1/16th height
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// nodebox is detected instead of the node below it.
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return floatToInt(getPosition() - v3f(0, BS * 0.05f, 0), BS);
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// A larger distance below is necessary for a footstep sound
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// when landing after a jump or fall. BS * 0.5 ensures water
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// sounds when swimming in 1 node deep water.
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return floatToInt(getPosition() - v3f(0, BS * 0.5f, 0), BS);
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}
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v3s16 LocalPlayer::getLightPosition() const
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{
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return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
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@ -68,6 +68,7 @@ public:
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void applyControl(float dtime);
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v3s16 getStandingNodePos();
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v3s16 getFootstepNodePos();
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// Used to check if anything changed and prevent sending packets if not
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v3f last_position;
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