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SW: removed several unused sound functions.
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2 changed files with 0 additions and 112 deletions
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@ -184,38 +184,6 @@ int DoActorNoise(ANIMATOR* Action, DSWActor* actor)
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{
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PlaySpriteSound(actor, attr_attack, v3df_follow);
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}
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else if (Action == InitActorPainNoise)
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{
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PlaySpriteSound(actor, attr_pain, v3df_follow);
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}
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else if (Action == InitActorDieNoise)
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{
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PlaySpriteSound(actor, attr_die, v3df_none);
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}
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else if (Action == InitActorExtra1Noise)
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{
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PlaySpriteSound(actor, attr_extra1, v3df_follow);
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}
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else if (Action == InitActorExtra2Noise)
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{
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PlaySpriteSound(actor, attr_extra2, v3df_follow);
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}
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else if (Action == InitActorExtra3Noise)
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{
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PlaySpriteSound(actor, attr_extra3, v3df_follow);
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}
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else if (Action == InitActorExtra4Noise)
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{
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PlaySpriteSound(actor, attr_extra4, v3df_follow);
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}
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else if (Action == InitActorExtra5Noise)
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{
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PlaySpriteSound(actor, attr_extra5, v3df_follow);
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}
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else if (Action == InitActorExtra6Noise)
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{
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PlaySpriteSound(actor, attr_extra6, v3df_follow);
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}
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return 0;
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}
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@ -741,70 +709,6 @@ int InitActorAttackNoise(DSWActor* actor)
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return 0;
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}
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int InitActorPainNoise(DSWActor* actor)
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{
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sw_snd_scratch = 4;
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actor->user.ActorActionFunc = DoActorDecide;
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return 0;
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}
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int InitActorDieNoise(DSWActor* actor)
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{
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sw_snd_scratch = 5;
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actor->user.ActorActionFunc = DoActorDecide;
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return 0;
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}
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int InitActorExtra1Noise(DSWActor* actor)
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{
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sw_snd_scratch = 6;
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actor->user.ActorActionFunc = DoActorDecide;
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return 0;
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}
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int InitActorExtra2Noise(DSWActor* actor)
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{
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sw_snd_scratch = 7;
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actor->user.ActorActionFunc = DoActorDecide;
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return 0;
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}
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int InitActorExtra3Noise(DSWActor* actor)
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{
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sw_snd_scratch = 8;
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actor->user.ActorActionFunc = DoActorDecide;
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return 0;
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}
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int InitActorExtra4Noise(DSWActor* actor)
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{
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sw_snd_scratch = 9;
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actor->user.ActorActionFunc = DoActorDecide;
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return 0;
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}
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int InitActorExtra5Noise(DSWActor* actor)
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{
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sw_snd_scratch = 10;
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actor->user.ActorActionFunc = DoActorDecide;
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return 0;
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}
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int InitActorExtra6Noise(DSWActor* actor)
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{
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sw_snd_scratch = 11;
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actor->user.ActorActionFunc = DoActorDecide;
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return 0;
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}
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//---------------------------------------------------------------------------
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/*
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@ -1778,14 +1682,6 @@ static saveable_code saveable_ai_code[] =
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SAVE_CODE(InitActorAlertNoise),
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SAVE_CODE(InitActorAmbientNoise),
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SAVE_CODE(InitActorAttackNoise),
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SAVE_CODE(InitActorPainNoise),
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SAVE_CODE(InitActorDieNoise),
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SAVE_CODE(InitActorExtra1Noise),
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SAVE_CODE(InitActorExtra2Noise),
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SAVE_CODE(InitActorExtra3Noise),
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SAVE_CODE(InitActorExtra4Noise),
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SAVE_CODE(InitActorExtra5Noise),
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SAVE_CODE(InitActorExtra6Noise),
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SAVE_CODE(InitActorMoveCloser),
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SAVE_CODE(DoActorMoveCloser),
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SAVE_CODE(FindTrackToPlayer),
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@ -77,14 +77,6 @@ int DoActorDecide(DSWActor* actor);
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int InitActorAlertNoise(DSWActor* actor);
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int InitActorAmbientNoise(DSWActor* actor);
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int InitActorAttackNoise(DSWActor* actor);
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int InitActorPainNoise(DSWActor* actor);
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int InitActorDieNoise(DSWActor* actor);
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int InitActorExtra1Noise(DSWActor* actor);
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int InitActorExtra2Noise(DSWActor* actor);
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int InitActorExtra3Noise(DSWActor* actor);
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int InitActorExtra4Noise(DSWActor* actor);
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int InitActorExtra5Noise(DSWActor* actor);
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int InitActorExtra6Noise(DSWActor* actor);
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int InitActorMoveCloser(DSWActor* actor);
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int DoActorCantMoveCloser(DSWActor* actor);
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int DoActorMoveCloser(DSWActor* actor);
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