Remove unused return value of digi_link_sound_to_pos
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@ -55,7 +55,7 @@ extern void digi_close();
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extern void digi_play_sample( int sndnum, fix max_volume );
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extern void digi_play_sample_once( int sndnum, fix max_volume );
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int digi_link_sound_to_object( int soundnum, vcobjptridx_t objnum, int forever, fix max_volume );
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int digi_link_sound_to_pos( int soundnum, vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume );
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void digi_link_sound_to_pos( int soundnum, vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume );
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// Same as above, but you pass the max distance sound can be heard. The old way uses f1_0*256 for max_distance.
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int digi_link_sound_to_object2(int soundnum, vcobjptridx_t objnum, int forever, fix max_volume, vm_distance max_distance);
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@ -410,7 +410,7 @@ int digi_link_sound_to_object( int soundnum, const vcobjptridx_t objnum, int for
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return digi_link_sound_to_object2( soundnum, objnum, forever, max_volume, vm_distance{256*F1_0});
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}
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static int digi_link_sound_to_pos2(int org_soundnum, const vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume, const vm_distance max_distance)
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static void digi_link_sound_to_pos2(int org_soundnum, const vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume, const vm_distance max_distance)
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{
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const vcobjptr_t viewer{Viewer};
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int volume, pan;
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@ -418,36 +418,38 @@ static int digi_link_sound_to_pos2(int org_soundnum, const vcsegptridx_t segnum,
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soundnum = digi_xlat_sound(org_soundnum);
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if ( max_volume < 0 ) return -1;
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if (max_volume < 0)
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return;
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// if ( max_volume > F1_0 ) max_volume = F1_0;
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if (soundnum < 0 ) return -1;
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if (soundnum < 0)
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return;
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if (GameSounds[soundnum].data==NULL) {
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Int3();
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return -1;
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return;
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}
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if ( !forever ) { //&& GameSounds[soundnum - SOUND_OFFSET].length < SOUND_3D_THRESHHOLD) {
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// Hack to keep sounds from building up...
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digi_get_sound_loc( viewer->orient, viewer->pos, viewer->segnum, pos, segnum, max_volume, &volume, &pan, max_distance );
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digi_play_sample_3d( org_soundnum, pan, volume, 0 );
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return -1;
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return;
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}
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auto f = find_sound_object_flags0();
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if (f.first == f.second)
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return -1;
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return;
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auto &so = *f.first;
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so.flags = SOF_USED | SOF_LINK_TO_POS;
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so.link_type.pos.segnum = segnum;
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so.link_type.pos.sidenum = sidenum;
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so.link_type.pos.position = pos;
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so.loop_start = so.loop_end = -1;
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return digi_link_sound_common(viewer, so, pos, forever, max_volume, max_distance, soundnum, segnum);
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digi_link_sound_common(viewer, so, pos, forever, max_volume, max_distance, soundnum, segnum);
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}
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int digi_link_sound_to_pos( int soundnum, const vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume )
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void digi_link_sound_to_pos(int soundnum, const vcsegptridx_t segnum, short sidenum, const vms_vector &pos, int forever, fix max_volume)
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{
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return digi_link_sound_to_pos2( soundnum, segnum, sidenum, pos, forever, max_volume, vm_distance{F1_0 * 256});
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digi_link_sound_to_pos2( soundnum, segnum, sidenum, pos, forever, max_volume, vm_distance{F1_0 * 256});
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}
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static void digi_kill_sound(sound_object &s)
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