Minor Change to TileEntityRift
Changed the function call for playing the rift-closing sound to match other similar calls in Minecraft - the sound should target the center of the block. I also switched the last flag argument. It seems to determine whether distance between the player and the source should be checked when playing back the sound, although documentation is lacking so I can't be sure. Other blocks that use that function use "false", while things involving sounds that should be heard uniformly, such as rainfall, use "true". --- I noticed that this code runs on the client and server. Some parts modify link data and rifts on the client side. We should really stop this from happening as it could lead to inconsistencies.
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1 changed files with 1 additions and 2 deletions
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@ -174,8 +174,7 @@ public class TileEntityRift extends DDTileEntityBase
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}
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}
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worldObj.setBlockToAir(xCoord, yCoord, zCoord);
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worldObj.playSound(xCoord, yCoord, zCoord, "mods.DimDoors.sfx.riftClose", (float) .7, 1, true);
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return;
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worldObj.playSound(xCoord + 0.5, yCoord + 0.5, zCoord + 0.5, "mods.DimDoors.sfx.riftClose", 0.7f, 1, false);
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}
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closeTimer++;
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}
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