Various improvements to sounds
- Added several new sounds, mostly for ice spells - Added automatic registering of sound events - Finally fixed the frost ray and wall of frost sounds - Removed a few unused sound files
This commit is contained in:
@@ -91,6 +91,10 @@ public class EntityForcefield extends EntityMagicConstruct implements ICustomHit
|
||||
|
||||
super.onUpdate();
|
||||
|
||||
if(ticksExisted == 1 && world.isRemote){
|
||||
Wizardry.proxy.playMovingSound(this, WizardrySounds.ENTITY_FORCEFIELD_AMBIENT, WizardrySounds.SPELLS, 0.5f, 1, true);
|
||||
}
|
||||
|
||||
// New forcefield repulsion system:
|
||||
// Searches for all entities near the forcefield and determines where they will be next tick.
|
||||
// If they will be inside the forcefield next tick, sets their position and velocity such that they appear to
|
||||
|
||||
@@ -57,7 +57,7 @@ public class EntityIceSpike extends EntityMagicConstruct {
|
||||
this.facing.getZOffset() * extensionSpeed);
|
||||
}
|
||||
|
||||
if(lifetime - this.ticksExisted == 30) this.playSound(WizardrySounds.ENTITY_ICE_SPIKE_EXTEND, 1, 2);
|
||||
if(lifetime - this.ticksExisted == 30) this.playSound(WizardrySounds.ENTITY_ICE_SPIKE_EXTEND, 1, 2.5f);
|
||||
|
||||
if(!this.world.isRemote){
|
||||
for(Object entity : this.world.getEntitiesWithinAABBExcludingEntity(this, this.getEntityBoundingBox())){
|
||||
|
||||
Reference in New Issue
Block a user