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authorparamat <mat.gregory@virginmedia.com>2017-02-09 21:12:53 +0000
committerparamat <mat.gregory@virginmedia.com>2017-02-12 01:52:12 +0000
commit984e063374c032ed17764931fd00c19afb92ebb9 (patch)
tree7053082d5c1e96869c9c8f8cb17d8aced0326b16 /src/game.cpp
parent1de08e196182498a931b496f79b1c1eaf3de7ca4 (diff)
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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.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 840403c42..1735737de 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -3530,7 +3530,7 @@ void Game::updateSound(f32 dtime)
LocalPlayer *player = client->getEnv().getLocalPlayer();
ClientMap &map = client->getEnv().getClientMap();
- MapNode n = map.getNodeNoEx(player->getStandingNodePos());
+ MapNode n = map.getNodeNoEx(player->getFootstepNodePos());
soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
}