Removed healing_sound, as it's not really needed

This commit is contained in:
Bär Halberkamp 2013-11-15 23:50:03 +01:00
parent 57c8ab6e04
commit 8a0f67757b
2 changed files with 3 additions and 11 deletions

View file

@ -196,9 +196,9 @@ Version 1.11.6+dev:
* Overhaul of the game events engine. Fixes some obscure bugs, like #21031,
and grants feature request #18713.
* Added new set_icon attribute for [effect] apply_to=attack.
* New attributes in [unit_type]: healing_sound and healed_sound. These
attributes allow for customization of the sounds played during healing
animations.
* New attribute in [unit_type]: healed_sound. These
attributes allow for customization of the sounds played when the unit
is healed.
* Miscellaneous and bug fixes:
* Added -256 and -512 color shifts to FADE_TO_BLACK and FADE_TO_BLACK_HOLD
macros to account for ToD color shifts greater than -31, guaranteeing

View file

@ -569,10 +569,6 @@ void unit_animation::fill_initial_animations( std::vector<unit_animation> & anim
animations.push_back(*itor);
animations.back().event_ = utils::split("healing");
if(!cfg["healing_sound"].empty()) {
animations.back().sub_anims_["_healing_sound"] = particule();
animations.back().sub_anims_["_healing_sound"].add_frame(1,frame_builder().sound(cfg["healing_sound"]),true);
}
animations.push_back(*itor);
animations.back().event_ = utils::split("healed");
@ -658,10 +654,6 @@ void unit_animation::add_anims( std::vector<unit_animation> & animations, const
if (anim["layer"].empty()) anim["layer"] = default_layer;
anim["value"] = anim["damage"];
animations.push_back(unit_animation(anim));
if(!cfg["healing_sound"].empty()) {
animations.back().sub_anims_["_healing_sound"] = particule();
animations.back().sub_anims_["_healing_sound"].add_frame(1,frame_builder().sound(cfg["healing_sound"]),true);
}
}
BOOST_FOREACH(const animation_branch &ab, prepare_animation(cfg, "healed_anim"))