Allow to use custom fence gate sounds

This commit is contained in:
Wuzzy 2017-02-22 03:57:12 +01:00
parent 816c8b4b38
commit 296e746fab
2 changed files with 20 additions and 7 deletions

View file

@ -19,7 +19,7 @@ The full itemstring of the new fence node.
Notes: Fences will always have the group `fence=1`. They will always connect to solid nodes (group `solid=1`). Notes: Fences will always have the group `fence=1`. They will always connect to solid nodes (group `solid=1`).
## `mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)` ## `mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds, sound_open, sound_close)`
Adds a fence gate without crafting recipe. This will create 2 nodes. Adds a fence gate without crafting recipe. This will create 2 nodes.
### Parameters ### Parameters
@ -30,6 +30,8 @@ Adds a fence gate without crafting recipe. This will create 2 nodes.
* `groups`: Table of groups to which the fence gate belongs to * `groups`: Table of groups to which the fence gate belongs to
* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>` * `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
* `sounds`: Node sound table for the fence gate * `sounds`: Node sound table for the fence gate
* `sound_open`: Sound to play when opening fence gate (optional, default is wooden sound)
* `sound_close`: Sound to play when closing fence gate (optional, default is wooden sound)
Notes: Fence gates will always have the group `fence_gate=1`. The open fence gate will always have the group `not_in_creative_inventory=1`. Notes: Fence gates will always have the group `fence_gate=1`. The open fence gate will always have the group `not_in_creative_inventory=1`.
@ -39,7 +41,7 @@ This function returns 2 values, in the following order:
1. Itemstring of the closed fence gate 1. Itemstring of the closed fence gate
2. Itemstring of the open fence gate 2. Itemstring of the open fence gate
## `mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds)` ## `mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds, sound_open, sound_close)`
Registers a fence and fence gate. This is basically a combination of the two functions above. This is the recommended way to add a fence / fence gate pair. Registers a fence and fence gate. This is basically a combination of the two functions above. This is the recommended way to add a fence / fence gate pair.
This will register 3 nodes in total without crafting recipes. This will register 3 nodes in total without crafting recipes.
@ -52,6 +54,8 @@ This will register 3 nodes in total without crafting recipes.
* `groups`: Table of groups to which the fence and fence gate belong to * `groups`: Table of groups to which the fence and fence gate belong to
* `connects_to`: Table of nodes (itemstrings) to which the fence and fence gate will connect to. Use `group:<groupname>` for all members of the group `<groupname>` * `connects_to`: Table of nodes (itemstrings) to which the fence and fence gate will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
* `sounds`: Node sound table for the fence and the fence gate * `sounds`: Node sound table for the fence and the fence gate
* `sound_open`: Sound to play when opening fence gate (optional, default is wooden sound)
* `sound_close`: Sound to play when closing fence gate (optional, default is wooden sound)
### Return value ### Return value
This function returns 3 values, in this order: This function returns 3 values, in this order:

View file

@ -64,7 +64,7 @@ mcl_fences.register_fence = function(id, fence_name, texture, fence_image, group
return fence_id return fence_id
end end
mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds) mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds, sound_open, sound_close, sound_gain)
local meta2 local meta2
local state2 = 0 local state2 = 0
@ -74,17 +74,26 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
local gate_id = minetest.get_current_modname()..":"..id.."_gate" local gate_id = minetest.get_current_modname()..":"..id.."_gate"
local open_gate_id = gate_id .. "_open" local open_gate_id = gate_id .. "_open"
if not sound_open then
sound_open = "doors_fencegate_open"
end
if not sound_close then
sound_close = "doors_fencegate_close"
end
if not sound_gain then
sound_gain = 0.3
end
local function punch_gate(pos, node) local function punch_gate(pos, node)
meta2 = minetest.get_meta(pos) meta2 = minetest.get_meta(pos)
state2 = meta2:get_int("state") state2 = meta2:get_int("state")
local tmp_node2 local tmp_node2
if state2 == 1 then if state2 == 1 then
state2 = 0 state2 = 0
minetest.sound_play("doors_fencegate_close", {gain = 0.3, max_hear_distance = 10}) minetest.sound_play(sound_close, {gain = 0.5, max_hear_distance = 10})
tmp_node2 = {name=gate_id, param1=node.param1, param2=node.param2} tmp_node2 = {name=gate_id, param1=node.param1, param2=node.param2}
else else
state2 = 1 state2 = 1
minetest.sound_play("doors_fencegate_open", {gain = 0.3, max_hear_distance = 10}) minetest.sound_play(sound_open, {gain = 0.5, max_hear_distance = 10})
tmp_node2 = {name=open_gate_id, param1=node.param1, param2=node.param2} tmp_node2 = {name=open_gate_id, param1=node.param1, param2=node.param2}
end end
update_gate(pos, tmp_node2) update_gate(pos, tmp_node2)
@ -202,9 +211,9 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
return gate_id, open_gate_id return gate_id, open_gate_id
end end
mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds) mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds, sound_open, sound_close)
local fence_id = mcl_fences.register_fence(id, fence_name, texture, fence_image, groups, connects_to, sounds) local fence_id = mcl_fences.register_fence(id, fence_name, texture, fence_image, groups, connects_to, sounds)
local gate_id, open_gate_id = mcl_fences.register_fence_gate(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds) local gate_id, open_gate_id = mcl_fences.register_fence_gate(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds, sound_open, sound_close)
return fence_id, gate_id, open_gate_id return fence_id, gate_id, open_gate_id
end end