Glass should have metal step sound like classic

This commit is contained in:
UnknownShadow200 2025-06-04 18:12:34 +10:00
parent 33d73d9f4d
commit e4fa7264ba
2 changed files with 8 additions and 5 deletions

View File

@ -358,15 +358,16 @@ static cc_result Music_PlayOgg(struct Stream* source) {
struct AudioChunk chunks[AUDIO_MAX_BUFFERS] = { 0 };
int inUse, i, cur;
cc_result res;
#if CC_BUILD_MAXSTACK <= (64 * 1024)
struct VorbisState* vorbis = (struct VorbisState*)Mem_TryAllocCleared(1, sizeof(struct VorbisState));
struct OggState* ogg = (struct OggState*)Mem_TryAllocCleared(1, sizeof(struct OggState));
if (!vorbis || !ogg) return ERR_OUT_OF_MEMORY;
#else
struct OggState _ogg;
struct OggState* ogg = &ogg;
struct OggState* ogg = &_ogg;
struct VorbisState _vorbis;
struct VorbisState* vorbis = &vorbis;
struct VorbisState* vorbis = &_vorbis;
#endif
Ogg_Init(ogg, source);

View File

@ -41,7 +41,8 @@ static const struct SimpleBlockDef invalid_blockDef = {
/* Properties for all built-in blocks (Classic and CPE blocks) */
static const struct SimpleBlockDef core_blockDefs[] = {
/*NAME TOP SID BOT HEI FOG_COLOR DENS BRIT BLOCKS GRAV DRAW_MODE COLLIDE_MODE DIG_SOUND STEP_SOUND */
/*NAME TOP SID BOT HEI FOG_COLOR DENS BRIGHT BLOCKS GRAV DRAW_MODE COLLIDE_MODE DIG_SOUND STEP_SOUND */
/* TEX ES TOM GHT ITY NESS LIGHT ITY */
{ "Air", 0, 0, 0, 16, FOG_NONE , 0, BRIT_NONE, false, 100, DRAW_GAS, COLLIDE_NONE, SOUND_NONE, SOUND_NONE },
{ "Stone", 1, 1, 1, 16, FOG_NONE , 0, BRIT_NONE, true, 100, DRAW_OPAQUE, COLLIDE_SOLID, SOUND_STONE, SOUND_STONE },
{ "Grass", 0, 3, 2, 16, FOG_NONE , 0, BRIT_NONE, true, 100, DRAW_OPAQUE, COLLIDE_SOLID, SOUND_GRASS, SOUND_GRASS },
@ -64,7 +65,7 @@ static const struct SimpleBlockDef core_blockDefs[] = {
{ "Log", 21, 20, 21, 16, FOG_NONE , 0, BRIT_NONE, true, 100, DRAW_OPAQUE, COLLIDE_SOLID, SOUND_WOOD, SOUND_WOOD },
{ "Leaves", 22, 22, 22, 16, FOG_NONE , 0, BRIT_NONE, false, 40, DRAW_TRANSPARENT_THICK, COLLIDE_SOLID, SOUND_GRASS, SOUND_GRASS },
{ "Sponge", 48, 48, 48, 16, FOG_NONE , 0, BRIT_NONE, true, 90, DRAW_OPAQUE, COLLIDE_SOLID, SOUND_GRASS, SOUND_GRASS },
{ "Glass", 49, 49, 49, 16, FOG_NONE , 0, BRIT_NONE, false, 100, DRAW_TRANSPARENT, COLLIDE_SOLID, SOUND_GLASS,SOUND_STONE},
{ "Glass", 49, 49, 49, 16, FOG_NONE , 0, BRIT_NONE, false, 100, DRAW_TRANSPARENT, COLLIDE_SOLID, SOUND_GLASS,SOUND_METAL},
{ "Red", 64, 64, 64, 16, FOG_NONE , 0, BRIT_NONE, true, 100, DRAW_OPAQUE, COLLIDE_SOLID, SOUND_CLOTH, SOUND_CLOTH },
{ "Orange", 65, 65, 65, 16, FOG_NONE , 0, BRIT_NONE, true, 100, DRAW_OPAQUE, COLLIDE_SOLID, SOUND_CLOTH, SOUND_CLOTH },
{ "Yellow", 66, 66, 66, 16, FOG_NONE , 0, BRIT_NONE, true, 100, DRAW_OPAQUE, COLLIDE_SOLID, SOUND_CLOTH, SOUND_CLOTH },
@ -116,7 +117,8 @@ static const struct SimpleBlockDef core_blockDefs[] = {
{ "Crate", 53, 53, 53, 16, FOG_NONE , 0, BRIT_NONE, true, 100, DRAW_OPAQUE, COLLIDE_SOLID, SOUND_WOOD, SOUND_WOOD },
{ "Stone brick", 52, 52, 52, 16, FOG_NONE , 0, BRIT_NONE, true, 100, DRAW_OPAQUE, COLLIDE_SOLID, SOUND_STONE, SOUND_STONE }
/*NAME TOP SID BOT HEI FOG_COLOR DENS BRIT BLOCKS GRAV DRAW_MODE COLLIDE_MODE DIG_SOUND STEP_SOUND */
/*NAME TOP SID BOT HEI FOG_COLOR DENS BRIGHT BLOCKS GRAV DRAW_MODE COLLIDE_MODE DIG_SOUND STEP_SOUND */
/* TEX ES TOM GHT ITY NESS LIGHT ITY */
};
/* Returns a backwards compatible collide type of a block */