Remove CUnitSound::Repair
The engine never plays this sound. Until r7108 on 2005-03-20, it was used in AnimateActionBuild and DoActionRepairGeneric. Nowadays, the animation script names the sound instead, so it need not be defined in the unit type.
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5 changed files with 0 additions and 10 deletions
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@ -461,7 +461,6 @@ enum UnitVoiceGroup {
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VoiceWorkCompleted, /// only worker, work completed
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VoiceBuilding, /// only for building under construction
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VoiceDocking, /// only for transport reaching coast
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VoiceRepairing, /// repairing
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};
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/**
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@ -66,7 +66,6 @@ public:
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SoundConfig Selected; /// selected by user
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SoundConfig Acknowledgement; /// acknowledge of use command
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SoundConfig Ready; /// unit training... ready
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SoundConfig Repair; /// unit repairing
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SoundConfig Help; /// unit is attacked
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SoundConfig Dead; /// unit is killed
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};
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@ -188,8 +188,6 @@ static CSound *ChooseUnitVoiceSound(const CUnit *unit, UnitVoiceGroup voice)
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return GameSounds.BuildingConstruction.Sound;
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case VoiceDocking:
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return GameSounds.Docking.Sound;
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case VoiceRepairing:
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return unit->Type->Sound.Repair.Sound;
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}
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return NO_SOUND;
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@ -121,10 +121,6 @@ void MapUnitSounds(void)
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SetSoundRange(type->Sound.Ready.Sound,
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INFINITE_SOUND_RANGE);
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}
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if (!type->Sound.Repair.Name.empty()) {
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type->Sound.Repair.Sound =
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SoundForName(type->Sound.Repair.Name);
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}
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if (!type->Sound.Help.Name.empty()) {
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type->Sound.Help.Sound =
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SoundForName(type->Sound.Help.Name);
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@ -605,8 +605,6 @@ static int CclDefineUnitType(lua_State *l)
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type->Sound.Acknowledgement.Name = LuaToString(l, -1, k + 1);
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} else if (!strcmp(value, "ready")) {
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type->Sound.Ready.Name = LuaToString(l, -1, k + 1);
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} else if (!strcmp(value, "repair")) {
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type->Sound.Repair.Name = LuaToString(l, -1, k + 1);
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} else if (!strcmp(value, "help")) {
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type->Sound.Help.Name = LuaToString(l, -1, k + 1);
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} else if (!strcmp(value, "dead")) {
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