- Blood's ambient sound table does not need to be written to the savegame because it can be statically reinitialized after loading.

This commit is contained in:
Christoph Oelckers 2020-02-23 17:10:29 +01:00
parent c35a2e5f11
commit 935a880b63
1 changed files with 0 additions and 32 deletions

View File

@ -152,36 +152,4 @@ void ambInit(void)
}
}
class ASoundLoadSave : public LoadSave
{
virtual void Load(void);
virtual void Save(void);
};
void ASoundLoadSave::Load(void)
{
for (auto &amb : ambChannels)
{
Read(&amb.check, sizeof(amb.check));
amb.soundID = FSoundID(amb.check);
amb.distance = 0;
}
}
void ASoundLoadSave::Save(void)
{
for (auto &amb : ambChannels)
{
Write(&amb.check, sizeof(amb.check));
}
}
static ASoundLoadSave *myLoadSave;
void ASoundLoadSaveConstruct(void)
{
myLoadSave = new ASoundLoadSave();
}
END_BLD_NS