Mobs: Disable war_cry sound for now
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@ -124,9 +124,10 @@ local do_attack = function(self, player)
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self.attack = player
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self.attack = player
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self.state = "attack"
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self.state = "attack"
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if random(0, 100) < 90 then
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-- TODO: Implement war_cry sound without being annoying
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mob_sound(self, self.sounds.war_cry, true)
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--if random(0, 100) < 90 then
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end
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--mob_sound(self, self.sounds.war_cry, true)
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--end
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end
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end
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@ -1300,7 +1301,8 @@ local smart_mobs = function(self, s, p, dist, dtime)
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self.path.stuck_timer = stuck_timeout - 2
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self.path.stuck_timer = stuck_timeout - 2
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else
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else
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-- yay i found path
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-- yay i found path
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mob_sound(self, self.sounds.war_cry, true)
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-- TODO: Implement war_cry sound without being annoying
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--mob_sound(self, self.sounds.war_cry, true)
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set_velocity(self, self.walk_velocity)
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set_velocity(self, self.walk_velocity)
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-- follow path now that it has it
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-- follow path now that it has it
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@ -133,7 +133,7 @@ functions needed for the mob to work properly which contains the following:
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'distance' maximum distance sounds can be heard, default is 10.
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'distance' maximum distance sounds can be heard, default is 10.
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'random' played randomly from time to time.
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'random' played randomly from time to time.
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also played for overfeeding animal.
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also played for overfeeding animal.
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'war_cry' what you hear when mob starts to attack player.
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'war_cry' what you hear when mob starts to attack player. (currently disabled)
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'attack' what you hear when being attacked.
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'attack' what you hear when being attacked.
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'shoot_attack' sound played when mob shoots.
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'shoot_attack' sound played when mob shoots.
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'damage' sound heard when mob is hurt.
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'damage' sound heard when mob is hurt.
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