diff --git a/src/p_actionfunctions.cpp b/src/p_actionfunctions.cpp index c6a6b20f4..1a3333bdd 100644 --- a/src/p_actionfunctions.cpp +++ b/src/p_actionfunctions.cpp @@ -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)); -} //========================================================================== // diff --git a/wadsrc/static/zscript/actor.txt b/wadsrc/static/zscript/actor.txt index 1dde57937..4d61435a6 100644 --- a/wadsrc/static/zscript/actor.txt +++ b/wadsrc/static/zscript/actor.txt @@ -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 missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);