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authorPerttu Ahola <celeron55@gmail.com>2012-03-30 13:33:59 +0300
committerPerttu Ahola <celeron55@gmail.com>2012-03-30 13:34:25 +0300
commit6b20ea075268863141f8e5e2e7a4f6926e0b3e1f (patch)
tree0731ac62c20db5ca90594a56bd54ea798a649a8d /src
parent3241ad3ae8da687262db32776a1da2ef7403b3e9 (diff)
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Fix walking sound of other players (and other objects)
Diffstat (limited to 'src')
-rw-r--r--src/content_cao.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/content_cao.cpp b/src/content_cao.cpp
index 90e99dc08..03387d030 100644
--- a/src/content_cao.cpp
+++ b/src/content_cao.cpp
@@ -885,7 +885,8 @@ public:
m_step_distance_counter = 0;
if(!m_is_local_player && m_prop.makes_footstep_sound){
INodeDefManager *ndef = m_gamedef->ndef();
- v3s16 p = floatToInt(getPosition()+v3f(0,-0.5*BS, 0), BS);
+ v3s16 p = floatToInt(getPosition() + v3f(0,
+ (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
MapNode n = m_env->getMap().getNodeNoEx(p);
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
m_gamedef->sound()->playSoundAt(spec, false, getPosition());