- remove A_IsPlayingSound

This commit is contained in:
Rachael Alexanderson 2018-01-20 12:52:44 -05:00 committed by Christoph Oelckers
parent a01ca4c3a1
commit 6df936e0a0
2 changed files with 0 additions and 8 deletions

View file

@ -988,13 +988,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SoundVolume)
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_IsPlayingSound)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(channel);
PARAM_SOUND(sound);
ACTION_RETURN_BOOL(S_IsActorPlayingSomething(self,channel,sound));
}
//==========================================================================
//

View file

@ -1010,7 +1010,6 @@ class Actor : Thinker native
native void A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
deprecated("2.3") native void A_PlaySoundEx(sound whattoplay, name slot, bool looping = false, int attenuation = 0);
deprecated("2.3") native void A_StopSoundEx(name slot);
native ui bool A_IsPlayingSound(int channel = 0, sound sound_id = "");
native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
native action state A_Jump(int chance, statelabel label, ...);
native Actor A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);