Use ephemeral sounds

This commit is contained in:
Wuzzy 2020-04-07 00:55:45 +02:00
parent b2c75acd68
commit c5e4ec5e27
61 changed files with 123 additions and 122 deletions

View file

@ -145,7 +145,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
pos = pos,
max_hear_distance = 16,
gain = 1.0,
})
}, true)
end
end
self.object:remove()
@ -224,7 +224,7 @@ ARROW_ENTITY.on_step = function(self, dtime)
if is_player then
if self._shooter and self._shooter:is_player() then
-- “Ding” sound for hitting another player
minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter})
minetest.sound_play({name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter}, true)
end
end

View file

@ -48,7 +48,7 @@ mcl_bows.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damag
le._shooter = shooter
le._damage = damage
le._startpos = pos
minetest.sound_play("mcl_bows_bow_shoot", {pos=pos})
minetest.sound_play("mcl_bows_bow_shoot", {pos=pos}, true)
if shooter ~= nil and shooter:is_player() then
if obj:get_luaentity().player == "" then
obj:get_luaentity().player = shooter