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.
This commit is contained in:
kon 2010-09-05 11:00:02 +00:00
parent 321923d281
commit 76586dbc5c
4 changed files with 0 additions and 16 deletions

View file

@ -67,7 +67,6 @@ public:
SoundConfig Click; /// used by ui
SoundConfig Docking; /// ship reaches coast
SoundConfig BuildingConstruction; /// building under construction
SoundConfig WorkComplete; /// building ready
SoundConfig Rescue; /// rescue units
SoundConfig ChatMessage; /// chat message
};

View file

@ -458,7 +458,6 @@ enum UnitVoiceGroup {
VoiceReady, /// Command completed
VoiceHelpMe, /// If attacked
VoiceDying, /// If killed
VoiceWorkCompleted, /// only worker, work completed
VoiceBuilding, /// only for building under construction
VoiceDocking, /// only for transport reaching coast
};

View file

@ -257,12 +257,6 @@ static int CclDefineGameSounds(lua_State *l)
LuaError(l, "Sound id expected");
}
GameSounds.PlacementSuccess.Sound = (CSound *)data->Data;
} else if (!strcmp(value, "work-complete")) {
if (!lua_isuserdata(l, j + 1) ||
(data = (LuaUserData *)lua_touserdata(l, j + 1))->Type != LuaSoundType) {
LuaError(l, "Sound id expected");
}
GameSounds.WorkComplete.Sound = (CSound *)data->Data;
} else if (!strcmp(value, "rescue")) {
if (!lua_isuserdata(l, j + 1) ||
(data = (LuaUserData *)lua_touserdata(l, j + 1))->Type != LuaSoundType) {

View file

@ -71,7 +71,6 @@ GameSound GameSounds
SoundConfig("click"),
SoundConfig("transport docking"),
SoundConfig("building construction"),
SoundConfig("basic human voices work complete"),
SoundConfig("rescue (human) UNUSED"),
}
#endif
@ -182,8 +181,6 @@ static CSound *ChooseUnitVoiceSound(const CUnit *unit, UnitVoiceGroup voice)
return unit->Type->Sound.Help.Sound;
case VoiceDying:
return unit->Type->Sound.Dead.Sound;
case VoiceWorkCompleted:
return GameSounds.WorkComplete.Sound;
case VoiceBuilding:
return GameSounds.BuildingConstruction.Sound;
case VoiceDocking:
@ -501,11 +498,6 @@ void InitSoundClient(void)
GameSounds.BuildingConstruction.Sound =
SoundForName(GameSounds.BuildingConstruction.Name);
}
if (!GameSounds.WorkComplete.Sound &&
!GameSounds.WorkComplete.Name.empty()) {
GameSounds.WorkComplete.Sound =
SoundForName(GameSounds.WorkComplete.Name);
}
if (!GameSounds.Rescue.Sound && !GameSounds.Rescue.Name.empty()) {
GameSounds.Rescue.Sound =
SoundForName(GameSounds.Rescue.Name);