float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
m_step_distance_counter += moved;
- if(m_step_distance_counter > 1.5*BS)
- {
- m_step_distance_counter = 0;
- if(!m_is_local_player && m_prop.makes_footstep_sound)
- {
+ if (m_step_distance_counter > 1.5f * BS) {
+ m_step_distance_counter = 0.0f;
+ if (!m_is_local_player && m_prop.makes_footstep_sound) {
INodeDefManager *ndef = m_client->ndef();
- v3s16 p = floatToInt(getPosition() + v3f(0,
- (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
+ v3s16 p = floatToInt(getPosition() +
+ v3f(0.0f, (m_prop.collisionbox.MinEdge.Y - 0.5f) * BS, 0.0f), BS);
MapNode n = m_env->getMap().getNodeNoEx(p);
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
+ // Reduce footstep gain, as non-local-player footsteps are
+ // somehow louder.
+ spec.gain *= 0.6f;
m_client->sound()->playSoundAt(spec, false, getPosition());
}
}