Mobs: Prevent jump sound spam
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@ -787,7 +787,10 @@ local do_jump = function(self)
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end, self, v)
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end, self, v)
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if get_velocity(self) > 0 then
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if get_velocity(self) > 0 then
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mob_sound(self, self.sounds.jump)
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if self.jump_sound_cooloff <= 0 then
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mob_sound(self, self.sounds.jump)
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self.jump_sound_cooloff = 0.5
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end
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end
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end
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else
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else
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self.facing_fence = true
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self.facing_fence = true
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@ -2698,6 +2701,7 @@ local mob_activate = function(self, staticdata, def, dtime)
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self.selectionbox = selbox
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self.selectionbox = selbox
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self.visual_size = vis_size
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self.visual_size = vis_size
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self.standing_in = ""
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self.standing_in = ""
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self.jump_sound_cooloff = 0 -- used to prevent jump sound from being played too often in short time
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-- check existing nametag
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-- check existing nametag
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if not self.nametag then
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if not self.nametag then
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@ -2769,6 +2773,9 @@ local mob_step = function(self, dtime)
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end
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end
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end
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end
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if self.jump_sound_cooloff > 0 then
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self.jump_sound_cooloff = self.jump_sound_cooloff - dtime
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end
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falling(self, pos)
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falling(self, pos)
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-- smooth rotation by ThomasMonroe314
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-- smooth rotation by ThomasMonroe314
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@ -137,7 +137,7 @@ functions needed for the mob to work properly which contains the following:
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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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'death' played when mob is killed.
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'death' played when mob is killed.
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'jump' played when mob jumps.
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'jump' played when mob jumps. There's a built-in cooloff timer to avoid sound spam
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'fuse' sound played when mob explode timer starts.
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'fuse' sound played when mob explode timer starts.
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'explode' sound played when mob explodes.
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'explode' sound played when mob explodes.
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