Mobs: Also play jump sfx if not moving horizontal
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@ -801,7 +801,7 @@ local do_jump = function(self)
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-- when in air move forward
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-- when in air move forward
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minetest.after(0.3, function(self, v)
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minetest.after(0.3, function(self, v)
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if not self.object:get_luaentity() then
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if not self.object or not self.object:get_luaentity() then
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return
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return
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end
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end
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self.object:set_acceleration({
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self.object:set_acceleration({
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@ -811,11 +811,9 @@ local do_jump = function(self)
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})
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})
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end, self, v)
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end, self, v)
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if get_velocity(self) > 0 then
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if self.jump_sound_cooloff <= 0 then
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if self.jump_sound_cooloff <= 0 then
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mob_sound(self, self.sounds.jump)
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mob_sound(self, self.sounds.jump)
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self.jump_sound_cooloff = 0.5
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self.jump_sound_cooloff = 0.5
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end
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end
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end
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else
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else
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self.facing_fence = true
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self.facing_fence = true
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