From: Auke Kok Date: Thu, 9 Nov 2017 06:40:59 +0000 (-0800) Subject: Sounds: Add falling node sounds X-Git-Tag: 5.0.0~732 X-Git-Url: https://git.librecmc.org/?a=commitdiff_plain;h=41bc0efe717b0543fe5988018a43ca2fffc52c9d;p=oweals%2Fminetest.git Sounds: Add falling node sounds Falling nodes should make a sound. This can only be done here, so for simplicity we just call the sound_play() here with the node place sound. We ignore any gain value in the sound spec since a falling node should be loud, so the 1.0 default gain makes sense here. --- diff --git a/builtin/game/falling.lua b/builtin/game/falling.lua index a553400f0..1876cf2a8 100644 --- a/builtin/game/falling.lua +++ b/builtin/game/falling.lua @@ -104,12 +104,16 @@ core.register_entity(":__builtin:falling_node", { end end -- Create node and remove entity - if core.registered_nodes[self.node.name] then + local def = core.registered_nodes[self.node.name] + if def then core.add_node(np, self.node) if self.meta then local meta = core.get_meta(np) meta:from_table(self.meta) end + if def.sounds and def.sounds.place and def.sounds.place.name then + core.sound_play(def.sounds.place, {pos = np}) + end end self.object:remove() core.check_for_falling(np)