Moved {SOUND:POISON} and {SOUND:SLOW} to deprecated-utils

These sounds are played now by default.

[ci skip]
This commit is contained in:
Severin Glöckner 2017-03-01 03:59:51 +01:00 committed by Lari Nieminen
parent b077262d74
commit c0a2812829
2 changed files with 12 additions and 36 deletions

View file

@ -357,3 +357,15 @@ _"No gold carried over to the next scenario."#enddef
[/frame]
[/standing_anim]
#enddef
#define SOUND:SLOW
# This was used to play a sound when slowing a unit, it had to
# be placed inside an attack animation. Now this sound is played
# automatically, there is no other use for this macro.
#enddef
#define SOUND:POISON
# This was used to play a sound when poisoning a unit, it had to
# be placed inside an attack animation. Now this sound is played
# automatically, there is no other use for this macro.
#enddef

View file

@ -872,42 +872,6 @@ zombie-hit-[4~6].ogg #enddef
#define SOUND_LIST:ZOMBIE_HIT
zombie-hit-[1~6].ogg #enddef
#define SOUND:SLOW
# A convenient way to use the standard slowing sound in an attack
# animation. Put anywhere inside an attack animation block.
[if]
hits=hit
[filter_second]
[not]
status=slowed
[/not]
[/filter_second]
slowed_sound_start_time=-100
[slowed_sound_frame]
sound=slowed.wav
[/slowed_sound_frame]
[/if]
#enddef
#define SOUND:POISON
# A convenient way to use the standard poison sound in an attack
# animation. Put anywhere inside an attack animation block.
[if]
hits=hit
[filter_second]
[not]
status=poisoned, unpoisonable
[/not]
[/filter_second]
poisoned_sound_start_time=-100
[poisoned_sound_frame]
sound=poison.ogg
[/poisoned_sound_frame]
[/if]
#enddef
#define SOUND:HIT_AND_MISS HITSOUND MISSSOUND TIME
# A more convenient way of wiring in hit and miss sounds to an
# attack animation. Just specify the sounds to use and the time