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Use ephemeral sounds
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63572c5c23
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1b3f948daa
@ -162,7 +162,7 @@ MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabili
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}
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end
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if puncher ~= nil then
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minetest.sound_play(sound_hit, {pos = self.object:get_pos(), loop = false, max_hear_distance = 10, gain = 0.4})
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minetest.sound_play(sound_hit, {pos = self.object:get_pos(), loop = false, max_hear_distance = 10, gain = 0.4}, false)
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if time_from_last_punch >= 0.45 then
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hit(self)
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self.direction = {x=self.object:get_velocity().x, y=self.object:get_velocity().y, z=self.object:get_velocity().z}
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@ -178,7 +178,7 @@ MUMMY_DEF.on_punch = function(self, puncher, time_from_last_punch, tool_capabili
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end
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MUMMY_DEF.on_death = function(self, killer)
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minetest.sound_play(sound_dead, {pos = self.object:get_pos(), max_hear_distance = 10 , gain = 0.3})
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minetest.sound_play(sound_dead, {pos = self.object:get_pos(), max_hear_distance = 10 , gain = 0.3}, false)
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-- Drop item on death
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local count = math.random(0,3)
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if count > 0 then
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@ -247,7 +247,7 @@ MUMMY_DEF.on_step = function(self, dtime)
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else
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hit(self)
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self.sound_timer = 0
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minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.4})
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minetest.sound_play(sound_hit, {pos = current_pos, max_hear_distance = 10, gain = 0.4}, false)
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end
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end
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else
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@ -266,7 +266,7 @@ MUMMY_DEF.on_step = function(self, dtime)
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--play sound
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if self.sound_timer > math.random(5,35) then
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minetest.sound_play(sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.2})
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minetest.sound_play(sound_normal, {pos = current_pos, max_hear_distance = 10, gain = 0.2}, false)
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self.sound_timer = 0
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end
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