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Fix walking sound of other players (and other objects)
author
Perttu Ahola
<celeron55@gmail.com>
Fri, 30 Mar 2012 10:33:59 +0000
(13:33 +0300)
committer
Perttu Ahola
<celeron55@gmail.com>
Fri, 30 Mar 2012 10:34:25 +0000
(13:34 +0300)
src/content_cao.cpp
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diff --git
a/src/content_cao.cpp
b/src/content_cao.cpp
index 90e99dc08aa8283436bd6519047f7a2bf93599bc..03387d030f020e23ea29e1a71a358805f2c3f20d 100644
(file)
--- a/
src/content_cao.cpp
+++ b/
src/content_cao.cpp
@@
-885,7
+885,8
@@
public:
m_step_distance_counter = 0;
if(!m_is_local_player && m_prop.makes_footstep_sound){
INodeDefManager *ndef = m_gamedef->ndef();
- v3s16 p = floatToInt(getPosition()+v3f(0,-0.5*BS, 0), BS);
+ v3s16 p = floatToInt(getPosition() + v3f(0,
+ (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
MapNode n = m_env->getMap().getNodeNoEx(p);
SimpleSoundSpec spec = ndef->get(n).sound_footstep;
m_gamedef->sound()->playSoundAt(spec, false, getPosition());