From 935a880b63e2015b4bb617749c0536159cbb173e Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 23 Feb 2020 17:10:29 +0100 Subject: [PATCH] - Blood's ambient sound table does not need to be written to the savegame because it can be statically reinitialized after loading. --- source/blood/src/asound.cpp | 32 -------------------------------- 1 file changed, 32 deletions(-) diff --git a/source/blood/src/asound.cpp b/source/blood/src/asound.cpp index fd8899c30..15ea72066 100644 --- a/source/blood/src/asound.cpp +++ b/source/blood/src/asound.cpp @@ -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