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Add new fencegate sounds from Minetest Game

This commit is contained in:
Wuzzy 2017-02-13 01:39:07 +01:00
parent e9c78c00e2
commit 7eba54a345
5 changed files with 18 additions and 17 deletions

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@ -17,6 +17,12 @@ http://sam.zoy.org/wtfpl/COPYING for more details.
License of sounds
--------------------------------------
Opening-Sound created by CGEffex (CC BY 3.0), modified by BlockMen
door_open.ogg
doors_door_open.ogg
Closing-Sound created by bennstir (CC BY 3.0)
door_close.ogg
doors_door_close.ogg
Steel door sounds open & close (CC-BY-3.0) by HazMatt
- http://www.freesound.org/people/HazMattt/sounds/187283/
doors_steel_door_open.ogg
doors_steel_door_close.ogg

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@ -1,6 +1,4 @@
Minetest mod "Fences"
=======================
version: 1.0
This mod adds fences and fence gates.
License of source code and textures:
------------------------------------
@ -13,15 +11,12 @@ To Public License, Version 2, as published by Sam Hocevar. See
http://sam.zoy.org/wtfpl/COPYING for more details.
License and source of sounds:
-----------------------------
doors_fencegate_open.ogg:
http://www.freesound.org/people/mhtaylor67/sounds/126041/ - (CC0 1.0)
doors_fencegate_close.ogg:
http://www.freesound.org/people/BarkersPinhead/sounds/274807/ - (CC-BY-3.0)
http://www.freesound.org/people/rivernile7/sounds/249573/ - (CC-BY-3.0)
--USING the mod--
This mod "overrides" the recipe for the default fence, so if you want craft a fance, it crafts THIS fence.
If you want replace already placed default fences open the "init.lua" (in this directory) and change
the first line to "local override_original = true". Then all placed default fences will be replaced with
this fence.
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
local tmp_node2
if state2 == 1 then
state2 = 0
minetest.sound_play("door_close", {gain = 0.3, max_hear_distance = 10})
minetest.sound_play("doors_fencegate_close", {gain = 0.3, max_hear_distance = 10})
tmp_node2 = {name="mcl_fences:"..id_gate, param1=node.param1, param2=node.param2}
else
state2 = 1
minetest.sound_play("door_open", {gain = 0.3, max_hear_distance = 10})
minetest.sound_play("doors_fencegate_open", {gain = 0.3, max_hear_distance = 10})
tmp_node2 = {name="mcl_fences:"..id_gate.."_open", param1=node.param1, param2=node.param2}
end
update_gate(pos, tmp_node2)

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