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.
This commit is contained in:
kon 2010-09-05 10:59:56 +00:00
parent dec50dbd61
commit 321923d281
5 changed files with 0 additions and 10 deletions

View file

@ -461,7 +461,6 @@ enum UnitVoiceGroup {
VoiceWorkCompleted, /// only worker, work completed
VoiceBuilding, /// only for building under construction
VoiceDocking, /// only for transport reaching coast
VoiceRepairing, /// repairing
};
/**

View file

@ -66,7 +66,6 @@ public:
SoundConfig Selected; /// selected by user
SoundConfig Acknowledgement; /// acknowledge of use command
SoundConfig Ready; /// unit training... ready
SoundConfig Repair; /// unit repairing
SoundConfig Help; /// unit is attacked
SoundConfig Dead; /// unit is killed
};

View file

@ -188,8 +188,6 @@ static CSound *ChooseUnitVoiceSound(const CUnit *unit, UnitVoiceGroup voice)
return GameSounds.BuildingConstruction.Sound;
case VoiceDocking:
return GameSounds.Docking.Sound;
case VoiceRepairing:
return unit->Type->Sound.Repair.Sound;
}
return NO_SOUND;

View file

@ -121,10 +121,6 @@ void MapUnitSounds(void)
SetSoundRange(type->Sound.Ready.Sound,
INFINITE_SOUND_RANGE);
}
if (!type->Sound.Repair.Name.empty()) {
type->Sound.Repair.Sound =
SoundForName(type->Sound.Repair.Name);
}
if (!type->Sound.Help.Name.empty()) {
type->Sound.Help.Sound =
SoundForName(type->Sound.Help.Name);

View file

@ -605,8 +605,6 @@ static int CclDefineUnitType(lua_State *l)
type->Sound.Acknowledgement.Name = LuaToString(l, -1, k + 1);
} else if (!strcmp(value, "ready")) {
type->Sound.Ready.Name = LuaToString(l, -1, k + 1);
} else if (!strcmp(value, "repair")) {
type->Sound.Repair.Name = LuaToString(l, -1, k + 1);
} else if (!strcmp(value, "help")) {
type->Sound.Help.Name = LuaToString(l, -1, k + 1);
} else if (!strcmp(value, "dead")) {