forked from VoxeLibre/VoxeLibre
Add flop sound when mob flops on ground
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@ -2160,7 +2160,9 @@ local follow_flop = function(self)
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self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
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local sdef = minetest.registered_nodes[self.standing_on]
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-- Flop on ground
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if sdef and sdef.walkable then
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mob_sound(self, "flop")
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self.object:set_velocity({
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x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
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y = FLOP_HEIGHT,
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@ -151,6 +151,7 @@ functions needed for the mob to work properly which contains the following:
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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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'jump' played when mob jumps. There's a built-in cooloff timer to avoid sound spam
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'flop' played when mob flops (like a stranded fish)
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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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@ -136,6 +136,10 @@ Origin of those models:
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* `mobs_mc_blaze_breath.ogg`
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* `mobs_mc_blaze_died.ogg`
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* `mobs_mc_squid_hurt.ogg`
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* [kyles](https://freesound.org/people/kyles/)
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* `mobs_mc_squid_flop.*.ogg` (CC0)
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* Source: <https://freesound.org/people/kyles/sounds/450830/>
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* `mobs_mc_squid_flop.*.ogg` (CC0)
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* [thefilmbakery](https://freesound.org/people/thefilmbakery/) (CC0)
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* `mobs_mc_blaze_hurt.ogg`
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* Source: <https://freesound.org/people/thefilmbakery/sounds/137836/>
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@ -30,6 +30,7 @@ mobs:register_mob("mobs_mc:guardian", {
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war_cry = "mobs_mc_guardian_random",
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damage = {name="mobs_mc_guardian_hurt", gain=0.3},
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death = "mobs_mc_guardian_death",
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flop = "mobs_mc_squid_flop",
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distance = 16,
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},
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animation = {
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@ -32,6 +32,7 @@ mobs:register_mob("mobs_mc:guardian_elder", {
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war_cry = "mobs_mc_guardian_random",
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damage = {name="mobs_mc_guardian_hurt", gain=0.3},
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death = "mobs_mc_guardian_death",
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flop = "mobs_mc_squid_flop",
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base_pitch = 0.6,
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distance = 16,
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},
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@ -24,6 +24,7 @@ mobs:register_mob("mobs_mc:squid", {
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sounds = {
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damage = "mobs_mc_squid_hurt",
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death = "mobs_mc_squid_hurt",
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flop = "mobs_mc_squid_flop",
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-- TODO: sounds: random, damage, death
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distance = 16,
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},
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