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Play place_failed sound if occupied or cannot attach (#9486)
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@ -7217,10 +7217,13 @@ Used by `minetest.register_node`.
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-- Node was placed. Also played after falling
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-- Node was placed. Also played after falling
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place_failed = <SimpleSoundSpec>,
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place_failed = <SimpleSoundSpec>,
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-- When node placement failed
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-- When node placement failed.
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-- Note: This happens if the _built-in_ node placement failed.
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-- This sound will still be played if the node is placed in the
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-- `on_place` callback manually.
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fall = <SimpleSoundSpec>,
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fall = <SimpleSoundSpec>,
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-- When node starts to fall
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-- When node starts to fall or is detached
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},
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},
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drop = "",
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drop = "",
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@ -3379,6 +3379,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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} else {
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} else {
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node = map.getNode(p, &is_valid_position);
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node = map.getNode(p, &is_valid_position);
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if (is_valid_position && !nodedef->get(node).buildable_to) {
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if (is_valid_position && !nodedef->get(node).buildable_to) {
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soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
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// Report to server
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// Report to server
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client->interact(INTERACT_PLACE, pointed);
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client->interact(INTERACT_PLACE, pointed);
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return false;
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return false;
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@ -3451,6 +3452,7 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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pp = p + v3s16(0, -1, 0);
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pp = p + v3s16(0, -1, 0);
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if (!nodedef->get(map.getNode(pp)).walkable) {
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if (!nodedef->get(map.getNode(pp)).walkable) {
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soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
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// Report to server
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// Report to server
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client->interact(INTERACT_PLACE, pointed);
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client->interact(INTERACT_PLACE, pointed);
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return false;
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return false;
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