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Allow to use custom fence gate sounds
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2 changed files with 20 additions and 7 deletions
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@ -19,7 +19,7 @@ The full itemstring of the new fence node.
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Notes: Fences will always have the group `fence=1`. They will always connect to solid nodes (group `solid=1`).
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Notes: Fences will always have the group `fence=1`. They will always connect to solid nodes (group `solid=1`).
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## `mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)`
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## `mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds, sound_open, sound_close)`
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Adds a fence gate without crafting recipe. This will create 2 nodes.
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Adds a fence gate without crafting recipe. This will create 2 nodes.
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### Parameters
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### Parameters
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@ -30,6 +30,8 @@ Adds a fence gate without crafting recipe. This will create 2 nodes.
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* `groups`: Table of groups to which the fence gate belongs to
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* `groups`: Table of groups to which the fence gate belongs to
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* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `connects_to`: Table of nodes (itemstrings) to which the fence will connect to. Use `group:<groupname>` for all members of the group `<groupname>`
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* `sounds`: Node sound table for the fence gate
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* `sounds`: Node sound table for the fence gate
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* `sound_open`: Sound to play when opening fence gate (optional, default is wooden sound)
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* `sound_close`: Sound to play when closing fence gate (optional, default is wooden sound)
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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`.
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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`.
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@ -39,7 +41,7 @@ This function returns 2 values, in the following order:
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1. Itemstring of the closed fence gate
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1. Itemstring of the closed fence gate
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2. Itemstring of the open fence gate
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2. Itemstring of the open fence gate
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## `mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds)`
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## `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)`
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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.
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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.
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This will register 3 nodes in total without crafting recipes.
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This will register 3 nodes in total without crafting recipes.
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@ -52,6 +54,8 @@ This will register 3 nodes in total without crafting recipes.
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* `groups`: Table of groups to which the fence and fence gate belong to
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* `groups`: Table of groups to which the fence and fence gate belong to
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* `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>`
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* `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>`
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* `sounds`: Node sound table for the fence and the fence gate
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* `sounds`: Node sound table for the fence and the fence gate
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* `sound_open`: Sound to play when opening fence gate (optional, default is wooden sound)
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* `sound_close`: Sound to play when closing fence gate (optional, default is wooden sound)
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### Return value
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### Return value
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This function returns 3 values, in this order:
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This function returns 3 values, in this order:
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@ -64,7 +64,7 @@ mcl_fences.register_fence = function(id, fence_name, texture, fence_image, group
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return fence_id
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return fence_id
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end
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end
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mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)
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mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds, sound_open, sound_close, sound_gain)
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local meta2
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local meta2
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local state2 = 0
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local state2 = 0
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@ -74,17 +74,26 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
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local gate_id = minetest.get_current_modname()..":"..id.."_gate"
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local gate_id = minetest.get_current_modname()..":"..id.."_gate"
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local open_gate_id = gate_id .. "_open"
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local open_gate_id = gate_id .. "_open"
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if not sound_open then
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sound_open = "doors_fencegate_open"
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end
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if not sound_close then
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sound_close = "doors_fencegate_close"
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end
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if not sound_gain then
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sound_gain = 0.3
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end
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local function punch_gate(pos, node)
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local function punch_gate(pos, node)
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meta2 = minetest.get_meta(pos)
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meta2 = minetest.get_meta(pos)
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state2 = meta2:get_int("state")
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state2 = meta2:get_int("state")
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local tmp_node2
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local tmp_node2
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if state2 == 1 then
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if state2 == 1 then
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state2 = 0
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state2 = 0
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minetest.sound_play("doors_fencegate_close", {gain = 0.3, max_hear_distance = 10})
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minetest.sound_play(sound_close, {gain = 0.5, max_hear_distance = 10})
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tmp_node2 = {name=gate_id, param1=node.param1, param2=node.param2}
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tmp_node2 = {name=gate_id, param1=node.param1, param2=node.param2}
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else
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else
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state2 = 1
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state2 = 1
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minetest.sound_play("doors_fencegate_open", {gain = 0.3, max_hear_distance = 10})
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minetest.sound_play(sound_open, {gain = 0.5, max_hear_distance = 10})
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tmp_node2 = {name=open_gate_id, param1=node.param1, param2=node.param2}
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tmp_node2 = {name=open_gate_id, param1=node.param1, param2=node.param2}
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end
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end
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update_gate(pos, tmp_node2)
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update_gate(pos, tmp_node2)
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@ -202,9 +211,9 @@ mcl_fences.register_fence_gate = function(id, fence_gate_name, texture, gate_ima
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return gate_id, open_gate_id
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return gate_id, open_gate_id
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end
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end
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mcl_fences.register_fence_and_fence_gate = function(id, fence_name, fence_gate_name, texture, fence_image, gate_image, groups, connects_to, sounds)
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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)
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local fence_id = mcl_fences.register_fence(id, fence_name, texture, fence_image, groups, connects_to, sounds)
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local fence_id = mcl_fences.register_fence(id, fence_name, texture, fence_image, groups, connects_to, sounds)
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local gate_id, open_gate_id = mcl_fences.register_fence_gate(id, fence_gate_name, texture, gate_image, groups, connects_to, sounds)
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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)
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return fence_id, gate_id, open_gate_id
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return fence_id, gate_id, open_gate_id
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end
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end
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