fix weapon sound selection

This commit is contained in:
TenPlus1 2021-05-27 15:42:21 +01:00
parent 8012250258
commit 49325c9c8d
1 changed files with 4 additions and 9 deletions

13
api.lua
View File

@ -8,7 +8,7 @@ local use_cmi = minetest.global_exists("cmi")
mobs = { mobs = {
mod = "redo", mod = "redo",
version = "20210515", version = "20210527",
intllib = S, intllib = S,
invis = minetest.global_exists("invisibility") and invisibility or {} invis = minetest.global_exists("invisibility") and invisibility or {}
} }
@ -2917,14 +2917,9 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir, damage)
-- only play hit sound and show blood effects if damage is 1 or over -- only play hit sound and show blood effects if damage is 1 or over
if damage >= 1 then if damage >= 1 then
local snd -- select tool use sound if found, or fallback to default
local snd = weapon_def.sound and weapon_def.sound.use
-- weapon sounds or "default_punch"
if weapon_def.sounds then
snd = weapon_def.sounds[random(#weapon_def.sounds)]
else
snd = "default_punch"
end
minetest.sound_play(snd, {object = self.object, max_hear_distance = 8}, true) minetest.sound_play(snd, {object = self.object, max_hear_distance = 8}, true)