Play placing sound only if place prediction was successful

This commit is contained in:
PilzAdam 2013-06-19 21:09:18 +00:00
parent 9b6f1d647c
commit 81c8b404e7
1 changed files with 13 additions and 7 deletions

View File

@ -834,7 +834,7 @@ public:
}
};
void nodePlacementPrediction(Client &client,
bool nodePlacementPrediction(Client &client,
const ItemDefinition &playeritem_def,
v3s16 nodepos, v3s16 neighbourpos)
{
@ -854,7 +854,7 @@ void nodePlacementPrediction(Client &client,
if(nodedef->get(n_under).buildable_to)
p = nodepos;
else if (!nodedef->get(map.getNode(p)).buildable_to)
return;
return false;
}catch(InvalidPositionException &e){}
// Find id of predicted node
content_t id;
@ -864,7 +864,7 @@ void nodePlacementPrediction(Client &client,
<<playeritem_def.name<<" (places "
<<prediction
<<") - Name not known"<<std::endl;
return;
return false;
}
// Predict param2 for facedir and wallmounted nodes
u8 param2 = 0;
@ -903,13 +903,14 @@ void nodePlacementPrediction(Client &client,
else
pp = p + v3s16(0,-1,0);
if(!nodedef->get(map.getNode(pp)).walkable)
return;
return false;
}
// Add node to client map
MapNode n(id, 0, param2);
try{
// This triggers the required mesh update too
client.addNode(p, n);
return true;
}catch(InvalidPositionException &e){
errorstream<<"Node placement prediction failed for "
<<playeritem_def.name<<" (places "
@ -917,6 +918,7 @@ void nodePlacementPrediction(Client &client,
<<") - Position not loaded"<<std::endl;
}
}
return false;
}
@ -2774,13 +2776,17 @@ void the_game(
// If the wielded item has node placement prediction,
// make that happen
nodePlacementPrediction(client,
bool placed = nodePlacementPrediction(client,
playeritem_def,
nodepos, neighbourpos);
// Read the sound
soundmaker.m_player_rightpunch_sound =
playeritem_def.sound_place;
if(placed)
soundmaker.m_player_rightpunch_sound =
playeritem_def.sound_place;
else
soundmaker.m_player_rightpunch_sound =
SimpleSoundSpec();
}
}
}