Play place_failed sound if occupied or cannot attach (#9486)

This commit is contained in:
Wuzzy 2020-07-27 19:40:33 +02:00 committed by GitHub
parent 808fa5ecb3
commit ae83edd165
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 7 additions and 2 deletions

@ -7217,10 +7217,13 @@ Used by `minetest.register_node`.
-- Node was placed. Also played after falling
place_failed = <SimpleSoundSpec>,
-- When node placement failed
-- When node placement failed.
-- Note: This happens if the _built-in_ node placement failed.
-- This sound will still be played if the node is placed in the
-- `on_place` callback manually.
fall = <SimpleSoundSpec>,
-- When node starts to fall
-- When node starts to fall or is detached
},
drop = "",

@ -3379,6 +3379,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
} else {
node = map.getNode(p, &is_valid_position);
if (is_valid_position && !nodedef->get(node).buildable_to) {
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;
@ -3451,6 +3452,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
pp = p + v3s16(0, -1, 0);
if (!nodedef->get(map.getNode(pp)).walkable) {
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;