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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-15 10:35:11 -04:00
Add sounds for BlockDefinitions.
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@ -182,6 +182,8 @@ namespace ClassicalSharp {
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SetupCullingCache();
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SetupCullingCache();
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MinBB[id] = Vector3.Zero;
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MinBB[id] = Vector3.Zero;
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MaxBB[id] = Vector3.One;
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MaxBB[id] = Vector3.One;
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StepSounds[id] = SoundType.None;
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DigSounds[id] = SoundType.None;
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}
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}
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}
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}
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@ -396,7 +396,11 @@ namespace ClassicalSharp {
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info.SetSide( reader.ReadUInt8(), (Block)block );
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info.SetSide( reader.ReadUInt8(), (Block)block );
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info.SetBottom( reader.ReadUInt8(), (Block)block );
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info.SetBottom( reader.ReadUInt8(), (Block)block );
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info.BlocksLight[block] = reader.ReadUInt8() == 0;
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info.BlocksLight[block] = reader.ReadUInt8() == 0;
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reader.ReadUInt8(); // walk sound, but we ignore this.
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byte sound = reader.ReadUInt8();
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if( sound < breakSnds.Length ) {
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info.StepSounds[block] = stepSnds[sound];
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info.DigSounds[block] = breakSnds[sound];
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}
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info.FullBright[block] = reader.ReadUInt8() != 0;
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info.FullBright[block] = reader.ReadUInt8() != 0;
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byte shape = reader.ReadUInt8();
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byte shape = reader.ReadUInt8();
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@ -473,6 +477,23 @@ namespace ClassicalSharp {
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return buffer[offset + 0] << 24 | buffer[offset + 1] << 16
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return buffer[offset + 0] << 24 | buffer[offset + 1] << 16
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| buffer[offset + 2] << 8 | buffer[offset + 3];
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| buffer[offset + 2] << 8 | buffer[offset + 3];
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}
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}
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static SoundType[] stepSnds, breakSnds;
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static NetworkProcessor() {
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stepSnds = new SoundType[10];
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breakSnds = new SoundType[10];
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stepSnds[0] = SoundType.None; breakSnds[0] = SoundType.None;
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stepSnds[1] = SoundType.Wood; breakSnds[1] = SoundType.Wood;
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stepSnds[2] = SoundType.Gravel; breakSnds[2] = SoundType.Gravel;
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stepSnds[3] = SoundType.Grass; breakSnds[3] = SoundType.Grass;
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stepSnds[4] = SoundType.Stone; breakSnds[4] = SoundType.Stone;
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// TODO: metal sound type, just use stone for now.
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stepSnds[5] = SoundType.Stone; breakSnds[5] = SoundType.Stone;
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stepSnds[6] = SoundType.Stone; breakSnds[6] = SoundType.Glass;
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stepSnds[7] = SoundType.Cloth; breakSnds[7] = SoundType.Cloth;
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stepSnds[8] = SoundType.Sand; breakSnds[8] = SoundType.Sand;
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stepSnds[9] = SoundType.Snow; breakSnds[9] = SoundType.Snow;
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}
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}
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}
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#endregion
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#endregion
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}
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}
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@ -8,6 +8,7 @@
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* Cheesse - multiple suggestions, testing ClassicalSharp on AMD graphics cards.
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* Cheesse - multiple suggestions, testing ClassicalSharp on AMD graphics cards.
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* Hemsindor - testing ClassicalSharp on OSX.
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* Hemsindor - testing ClassicalSharp on OSX.
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* FabTheZen - suggestions about how to improve user experience, testing.
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* FabTheZen - suggestions about how to improve user experience, testing.
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* Jerralish - reverse engineering and documenting the original classic map generation algorithm.
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And a big thanks to everyone else in the ClassiCube community (who I didn't mention here),
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And a big thanks to everyone else in the ClassiCube community (who I didn't mention here),
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who in the past have provided many suggestions and assisted in identifying bugs.
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who in the past have provided many suggestions and assisted in identifying bugs.
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