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Added jungle sound set, tweaked and tidied code
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124
init.lua
124
init.lua
@ -1,5 +1,5 @@
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--= Ambience lite by TenPlus1 (3rd March 2016)
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--= Ambience lite by TenPlus1 (1st April 2016)
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local max_frequency_all = 1000 -- larger number means more frequent sounds (100-2000)
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local SOUNDVOLUME = 1
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@ -10,101 +10,95 @@ local played_on_start = false
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-- sound sets
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local night = {
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handler = {}, frequency = 40,
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{name="hornedowl", length = 2},
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{name="wolves", length = 4},
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{name="cricket", length = 6},
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{name="deer", length = 7},
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{name="frog", length = 1},
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{name = "hornedowl", length = 2},
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{name = "wolves", length = 4},
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{name = "cricket", length = 6},
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{name = "deer", length = 7},
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{name = "frog", length = 1},
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}
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local day = {
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handler = {}, frequency = 40,
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{name="cardinal", length = 3},
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{name="craw", length = 3},
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{name="bluejay", length = 6},
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{name="canadianloon2", length = 14},
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{name="robin", length = 4},
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{name="bird1", length = 11},
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{name="bird2", length = 6},
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{name="crestedlark", length = 6},
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{name="peacock", length = 2}
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{name = "cardinal", length = 3},
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{name = "craw", length = 3},
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{name = "bluejay", length = 6},
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{name = "robin", length = 4},
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{name = "bird1", length = 11},
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{name = "bird2", length = 6},
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{name = "crestedlark", length = 6},
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{name = "peacock", length = 2},
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{name = "wind", length = 9},
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}
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local high_up = {
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handler = {}, frequency = 40,
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{name="desertwind", length = 8},
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{name = "desertwind", length = 8},
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{name = "wind", length = 9},
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}
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local cave = {
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handler = {}, frequency = 60,
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{name="drippingwater1", length = 1.5},
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{name="drippingwater2", length = 1.5}
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{name = "drippingwater1", length = 1.5},
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{name = "drippingwater2", length = 1.5}
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}
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local beach = {
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handler = {}, frequency = 40,
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{name="seagull", length = 4.5},
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{name="beach", length = 13},
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{name="gull", length = 1}
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{name = "seagull", length = 4.5},
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{name = "beach", length = 13},
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{name = "gull", length = 1}
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}
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local desert = {
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handler = {}, frequency = 20,
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{name="coyote", length = 2.5},
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{name="desertwind", length = 8}
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{name = "coyote", length = 2.5},
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{name = "desertwind", length = 8}
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}
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local flowing_water = {
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handler = {}, frequency = 1000,
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{name="waterfall", length = 6}
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{name = "waterfall", length = 6}
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}
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local underwater = {
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handler = {}, frequency = 1000,
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{name="scuba", length = 8}
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{name = "scuba", length = 8}
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}
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local splash = {
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handler = {}, frequency = 1000,
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{name="swim_splashing", length=3},
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{name = "swim_splashing", length=3},
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}
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local lava = {
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handler = {}, frequency = 1000,
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{name="lava", length = 7}
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{name = "lava", length = 7}
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}
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local smallfire = {
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handler = {}, frequency = 1000,
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{name="fire_small", length = 6}
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{name = "fire_small", length = 6}
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}
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local largefire = {
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handler = {}, frequency = 1000,
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{name="fire_large", length = 8}
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{name = "fire_large", length = 8}
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}
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local jungle = {
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handler = {}, frequency = 60,
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{name = "jungle", length = 4},
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{name = "deer", length = 7},
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{name = "canadianloon2", length = 14},
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{name = "bird1", length = 11},
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{name = "bird2", length = 6},
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{name = "peacock", length = 2},
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{name = "bluejay", length = 6},
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}
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local radius = 6
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-- get node but use fallback for nil or unknown
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local function node_ok(pos, fallback)
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fallback = fallback or "default:dirt"
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local node = minetest.get_node_or_nil(pos)
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if not node then
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return fallback
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end
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local nodef = minetest.registered_nodes[node.name]
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if nodef then
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return node.name
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end
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return fallback
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end
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local num_fire, num_lava, num_water_flowing, num_water_source,
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num_desert, num_snow, num_jungletree
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-- check where player is and which sounds are played
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local get_ambience = function(player)
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@ -115,20 +109,20 @@ local get_ambience = function(player)
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-- what is around me?
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pos.y = pos.y + 1.4 -- head level
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local nod_head = node_ok(pos, "air")
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local nod_head = minetest.get_node(pos).name
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pos.y = pos.y - 1.2 -- foot level
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local nod_feet = node_ok(pos, "air")
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local nod_feet = minetest.get_node(pos).name
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pos.y = pos.y - 0.2 -- reset pos
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--= START Ambiance
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if minetest.registered_nodes[nod_head].groups.water then
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if minetest.get_item_group(nod_head, "water") > 0 then
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return {underwater = underwater}
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end
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if minetest.registered_nodes[nod_feet].groups.water then
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if minetest.get_item_group(nod_feet, "water") > 0 then
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return {splash = splash}
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end
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@ -137,18 +131,19 @@ local get_ambience = function(player)
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{x = pos.x + radius, y = pos.y + radius, z = pos.z + radius},
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{
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"fire:basic_flame", "fire:permanent_flame",
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"default:lava_flowing", "default:lava_source",
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"default:lava_flowing", "default:lava_source", "default:jungletree",
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"default:water_flowing", "default:water_source",
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"default:river_water_flowing", "default:river_water_source",
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"default:desert_sand", "default:desert_stone", "default:snowblock"
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})
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local num_fire = (cn["fire:basic_flame"] or 0) + (cn["fire:permanent_flame"] or 0)
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local num_lava = (cn["default:lava_flowing"] or 0) + (cn["default:lava_source"] or 0)
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local num_water_flowing = (cn["default:water_flowing"] or 0) + (cn["default:river_water_flowing"] or 0)
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local num_water_source = (cn["default:water_source"] or 0) + (cn["default:river_water_flowing"] or 0)
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local num_desert = (cn["default:desert_sand"] or 0) + (cn["default:desert_stone"] or 0)
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local num_snow = (cn["default:snowblock"] or 0)
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num_fire = (cn["fire:basic_flame"] or 0) + (cn["fire:permanent_flame"] or 0)
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num_lava = (cn["default:lava_flowing"] or 0) + (cn["default:lava_source"] or 0)
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num_water_flowing = (cn["default:water_flowing"] or 0) + (cn["default:river_water_flowing"] or 0)
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num_water_source = (cn["default:water_source"] or 0) + (cn["default:river_water_flowing"] or 0)
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num_desert = (cn["default:desert_sand"] or 0) + (cn["default:desert_stone"] or 0)
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num_snow = (cn["default:snowblock"] or 0)
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num_jungletree = (cn["default:jungletree"] or 0)
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--[[
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print (
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"fr:" .. num_fire,
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@ -156,7 +151,8 @@ print (
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"wf:" .. num_water_flowing,
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"ws:" .. num_water_source,
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"ds:" .. num_desert,
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"sn:" .. num_snow
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"sn:" .. num_snow,
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"jt:" .. num_jungletree
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)
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]]
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-- is fire redo mod active?
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@ -200,6 +196,11 @@ print (
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if tod > 0.2
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and tod < 0.8 then
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if num_jungletree > 100 then
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return {jungle = jungle}
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end
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return {day = day}
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else
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return {night = night}
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@ -270,6 +271,7 @@ local still_playing = function(still_playing, player_name)
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if not still_playing.lava then stop_sound(lava, player_name) end
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if not still_playing.smallfire then stop_sound(smallfire, player_name) end
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if not still_playing.largefire then stop_sound(largefire, player_name) end
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if not still_playing.jungle then stop_sound(jungle, player_name) end
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end
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-- player routine
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BIN
sounds/jungle.ogg
Normal file
BIN
sounds/jungle.ogg
Normal file
Binary file not shown.
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