forked from VoxeLibre/VoxeLibre
Add new fencegate sounds from Minetest Game
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@ -17,6 +17,12 @@ http://sam.zoy.org/wtfpl/COPYING for more details.
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License of sounds
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License of sounds
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--------------------------------------
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Opening-Sound created by CGEffex (CC BY 3.0), modified by BlockMen
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Opening-Sound created by CGEffex (CC BY 3.0), modified by BlockMen
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door_open.ogg
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doors_door_open.ogg
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Closing-Sound created by bennstir (CC BY 3.0)
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Closing-Sound created by bennstir (CC BY 3.0)
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door_close.ogg
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doors_door_close.ogg
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Steel door sounds open & close (CC-BY-3.0) by HazMatt
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- http://www.freesound.org/people/HazMattt/sounds/187283/
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doors_steel_door_open.ogg
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doors_steel_door_close.ogg
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@ -1,6 +1,4 @@
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Minetest mod "Fences"
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This mod adds fences and fence gates.
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=======================
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version: 1.0
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License of source code and textures:
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License of source code and textures:
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------------------------------------
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------------------------------------
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@ -13,15 +11,12 @@ To Public License, Version 2, as published by Sam Hocevar. See
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http://sam.zoy.org/wtfpl/COPYING for more details.
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http://sam.zoy.org/wtfpl/COPYING for more details.
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License and source of sounds:
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-----------------------------
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doors_fencegate_open.ogg:
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http://www.freesound.org/people/mhtaylor67/sounds/126041/ - (CC0 1.0)
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doors_fencegate_close.ogg:
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http://www.freesound.org/people/BarkersPinhead/sounds/274807/ - (CC-BY-3.0)
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http://www.freesound.org/people/rivernile7/sounds/249573/ - (CC-BY-3.0)
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--USING the mod--
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This mod "overrides" the recipe for the default fence, so if you want craft a fance, it crafts THIS fence.
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If you want replace already placed default fences open the "init.lua" (in this directory) and change
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the first line to "local override_original = true". Then all placed default fences will be replaced with
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this fence.
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It is not possible to jump over the Fence or the closed Fencegate. Only exception is when you "sneak" and "jump".
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@ -74,11 +74,11 @@ mcl_fences.register_fence = function(id, fence_name, fence_gate_name, texture, f
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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("door_close", {gain = 0.3, max_hear_distance = 10})
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minetest.sound_play("doors_fencegate_close", {gain = 0.3, max_hear_distance = 10})
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tmp_node2 = {name="mcl_fences:"..id_gate, param1=node.param1, param2=node.param2}
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tmp_node2 = {name="mcl_fences:"..id_gate, 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("door_open", {gain = 0.3, max_hear_distance = 10})
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minetest.sound_play("doors_fencegate_open", {gain = 0.3, max_hear_distance = 10})
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tmp_node2 = {name="mcl_fences:"..id_gate.."_open", param1=node.param1, param2=node.param2}
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tmp_node2 = {name="mcl_fences:"..id_gate.."_open", 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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