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CScriptSound: Remove active check within AcceptScriptMsg() deactivate path
Game code doesn't check for active status within this branch, and there's no comment indicating whether or not this difference was intentional.
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@ -158,8 +158,7 @@ void CScriptSound::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CSta
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StopSound(mgr);
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} break;
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case EScriptObjectMessage::Deactivate: {
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if (GetActive())
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StopSound(mgr);
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StopSound(mgr);
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} break;
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case EScriptObjectMessage::Activate: {
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if (GetActive())
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