From 984e063374c032ed17764931fd00c19afb92ebb9 Mon Sep 17 00:00:00 2001 From: paramat Date: Thu, 9 Feb 2017 21:12:53 +0000 Subject: 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. --- src/localplayer.cpp | 12 ++++++++++++ 1 file changed, 12 insertions(+) (limited to 'src/localplayer.cpp') diff --git a/src/localplayer.cpp b/src/localplayer.cpp index 857d95d8b..33932df0b 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -655,6 +655,18 @@ v3s16 LocalPlayer::getStandingNodePos() return floatToInt(getPosition() - v3f(0, BS, 0), BS); } +v3s16 LocalPlayer::getFootstepNodePos() +{ + if (touching_ground) + // BS * 0.05 below the player's feet ensures a 1/16th height + // nodebox is detected instead of the node below it. + return floatToInt(getPosition() - v3f(0, BS * 0.05f, 0), BS); + // A larger distance below is necessary for a footstep sound + // when landing after a jump or fall. BS * 0.5 ensures water + // sounds when swimming in 1 node deep water. + return floatToInt(getPosition() - v3f(0, BS * 0.5f, 0), BS); +} + v3s16 LocalPlayer::getLightPosition() const { return floatToInt(m_position + v3f(0,BS+BS/2,0), BS); -- cgit v1.2.3