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Mobs: Prevent jump sound spam

objects
Wuzzy 2019-01-31 02:44:05 +01:00
parent 7465d7a107
commit a2b39ed943
2 changed files with 9 additions and 2 deletions

View File

@ -787,7 +787,10 @@ local do_jump = function(self)
end, self, v)
if get_velocity(self) > 0 then
mob_sound(self, self.sounds.jump)
if self.jump_sound_cooloff <= 0 then
mob_sound(self, self.sounds.jump)
self.jump_sound_cooloff = 0.5
end
end
else
self.facing_fence = true
@ -2698,6 +2701,7 @@ local mob_activate = function(self, staticdata, def, dtime)
self.selectionbox = selbox
self.visual_size = vis_size
self.standing_in = ""
self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
-- check existing nametag
if not self.nametag then
@ -2769,6 +2773,9 @@ local mob_step = function(self, dtime)
end
end
if self.jump_sound_cooloff > 0 then
self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
end
falling(self, pos)
-- smooth rotation by ThomasMonroe314

View File

@ -137,7 +137,7 @@ functions needed for the mob to work properly which contains the following:
'shoot_attack' sound played when mob shoots.
'damage' sound heard when mob is hurt.
'death' played when mob is killed.
'jump' played when mob jumps.
'jump' played when mob jumps. There's a built-in cooloff timer to avoid sound spam
'fuse' sound played when mob explode timer starts.
'explode' sound played when mob explodes.