Remove GameSound::WorkComplete
The engine played this sound when a worker finished a building from inside the building. Support for that was removed in r9678 on 2010-03-14, and the Bos Wars game data did not have any sound file for that event anyway.
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4 changed files with 0 additions and 16 deletions
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@ -67,7 +67,6 @@ public:
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SoundConfig Click; /// used by ui
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SoundConfig Docking; /// ship reaches coast
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SoundConfig BuildingConstruction; /// building under construction
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SoundConfig WorkComplete; /// building ready
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SoundConfig Rescue; /// rescue units
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SoundConfig ChatMessage; /// chat message
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};
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@ -458,7 +458,6 @@ enum UnitVoiceGroup {
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VoiceReady, /// Command completed
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VoiceHelpMe, /// If attacked
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VoiceDying, /// If killed
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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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};
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@ -257,12 +257,6 @@ static int CclDefineGameSounds(lua_State *l)
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LuaError(l, "Sound id expected");
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}
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GameSounds.PlacementSuccess.Sound = (CSound *)data->Data;
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} else if (!strcmp(value, "work-complete")) {
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if (!lua_isuserdata(l, j + 1) ||
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(data = (LuaUserData *)lua_touserdata(l, j + 1))->Type != LuaSoundType) {
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LuaError(l, "Sound id expected");
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}
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GameSounds.WorkComplete.Sound = (CSound *)data->Data;
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} else if (!strcmp(value, "rescue")) {
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if (!lua_isuserdata(l, j + 1) ||
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(data = (LuaUserData *)lua_touserdata(l, j + 1))->Type != LuaSoundType) {
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@ -71,7 +71,6 @@ GameSound GameSounds
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SoundConfig("click"),
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SoundConfig("transport docking"),
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SoundConfig("building construction"),
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SoundConfig("basic human voices work complete"),
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SoundConfig("rescue (human) UNUSED"),
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}
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#endif
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@ -182,8 +181,6 @@ static CSound *ChooseUnitVoiceSound(const CUnit *unit, UnitVoiceGroup voice)
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return unit->Type->Sound.Help.Sound;
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case VoiceDying:
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return unit->Type->Sound.Dead.Sound;
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case VoiceWorkCompleted:
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return GameSounds.WorkComplete.Sound;
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case VoiceBuilding:
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return GameSounds.BuildingConstruction.Sound;
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case VoiceDocking:
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@ -501,11 +498,6 @@ void InitSoundClient(void)
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GameSounds.BuildingConstruction.Sound =
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SoundForName(GameSounds.BuildingConstruction.Name);
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}
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if (!GameSounds.WorkComplete.Sound &&
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!GameSounds.WorkComplete.Name.empty()) {
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GameSounds.WorkComplete.Sound =
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SoundForName(GameSounds.WorkComplete.Name);
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}
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if (!GameSounds.Rescue.Sound && !GameSounds.Rescue.Name.empty()) {
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GameSounds.Rescue.Sound =
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SoundForName(GameSounds.Rescue.Name);
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