[iortcw] 131/497: SP: Remove embarrassingly bad sounding spirit_loop sound duplication

Simon McVittie smcv at debian.org
Fri Sep 8 10:36:38 UTC 2017


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smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit b3b2f2b3dbc1b0ea983ed17002bfa434f951862c
Author: M4N4T4RMS at gmail.com <M4N4T4RMS at gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date:   Mon Jun 2 01:13:59 2014 +0000

    SP: Remove embarrassingly bad sounding spirit_loop sound duplication
---
 SP/code/cgame/cg_players.c | 3 ---
 1 file changed, 3 deletions(-)

diff --git a/SP/code/cgame/cg_players.c b/SP/code/cgame/cg_players.c
index 6279bbd..7ba8049 100644
--- a/SP/code/cgame/cg_players.c
+++ b/SP/code/cgame/cg_players.c
@@ -770,7 +770,6 @@ static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelN
 			cgs.media.skeletonHeadSkin = trap_R_RegisterSkin( "models/players/skel/head_default.skin" );
 
 			cgs.media.zombieSpiritSound = trap_S_RegisterSound( "sound/zombie/attack/spirit_start.wav" );
-			cgs.media.zombieSpiritLoopSound = trap_S_RegisterSound( "sound/zombie/attack/spirit_loop.wav" );
 			cgs.media.zombieDeathSound = trap_S_RegisterSound( "sound/world/ceramicbreak.wav" ); // Zombie Gib
 
 			cgs.media.spiritSkullModel = trap_R_RegisterModel( "models/mapobjects/skull/skul2t.md3" );
@@ -976,11 +975,9 @@ nodam_rtknee          attached to tag_calfright
 			cgs.media.heinrichArmorBreak = CG_SoundScriptPrecache( "Heinrich_loseArmor" );
 
 			// RF, these are also used but supersoldier "spirits" in end map
-			cgs.media.zombieSpiritLoopSound = trap_S_RegisterSound( "sound/zombie/attack/spirit_loop.wav" );
 			cgs.media.ssSpiritSkullModel = trap_R_RegisterModel( "models/players/supersoldier/ssghost.md3" );
 
 			cgs.media.zombieSpiritTrailShader = trap_R_RegisterShader( "zombieSpiritTrail" );
-			cgs.media.zombieSpiritLoopSound = trap_S_RegisterSound( "sound/zombie/attack/spirit_loop.wav" );
 			cgs.media.helgaGaspSound = CG_SoundScriptPrecache( "helgaSpiritGasp" );
 
 			cgs.media.debrisHitSound = trap_S_RegisterSound( "sound/world/debris_hit.wav" );

-- 
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