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IRC log for #minetest-mods, 2013-12-15

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All times shown according to UTC.

Time Nick Message
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18:38 Taoki Hello. I figured out how to loop a sound at a node's position properly. However, is there a way to make a looped sound stop when you break that node? Without intensive checks
18:40 w_laenger you could look at the fire mod
18:41 Taoki w_laenger: Fire nodes are removed by a scripted / timed function, so that can easily call a sound_stop. But when you break the node by hand, I don't know if there's any way to do it
18:41 Taoki Erm, actually, I believe a function is called for on_remove
18:41 Taoki I could link it to that I guess...
18:43 w_laenger http://dev.minetest.net/mi‚Äčnetest.register_on_dignode
18:44 Taoki w_laenger: Problem is, I also need it to execute if the node is removed by placing another node in its place. This is possible in some special cases, like placing a silod node where a fluid source was
18:44 Taoki **solid
18:44 Taoki Is there a version for that too?
18:44 w_laenger on place
18:45 Taoki register_on_placenode? Isn't that executed when you place a node of that type?
18:46 w_laenger yes
18:47 w_laenger if the node gets removed  eg with a mining laser...
18:47 Taoki Yeah. Was looking for a function that gets executed if a node is removed because any other type of node is put in its place
18:47 Taoki ah
18:47 w_laenger the mining laser uses minetest.node_dig
18:48 Taoki But if I put it on a fluid node and that's removed with a dirt block put in its place, register_on_placenode still executes?
18:48 w_laenger no
18:48 Taoki ok. Any alternatives then?
18:48 w_laenger you could make the sound short
18:49 Taoki It loops, probably doesn't make a difference
18:50 w_laenger I think the fire sound stops after fire gets removed
18:50 w_laenger eg with tnt
18:50 Taoki Yeah. A function handles the removing, so a script function can be called easily there
18:50 Taoki Also, I just noticed the fire sound isn't removed if I put the fire out by placing a dirt block on top of it. It still loops there forever
18:53 w_laenger I tried it
18:53 w_laenger for me the sound doesn't stop, too
18:54 Taoki Yep, it's a bug
18:54 Taoki Apparently because there's no function called when a node is removed, regardless of the means in which it got removed
18:54 Taoki BBL
18:55 w_laenger I think such a function would usually create too much lag
18:55 w_laenger If you rejoin the sound disappeares
19:00 w_laenger bye, bas
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