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.
This commit is contained in:
Lioncash 2020-01-31 17:35:44 -05:00
parent 495ff19aad
commit a3ebe8727f
1 changed files with 1 additions and 2 deletions

View File

@ -158,8 +158,7 @@ void CScriptSound::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CSta
StopSound(mgr); StopSound(mgr);
} break; } break;
case EScriptObjectMessage::Deactivate: { case EScriptObjectMessage::Deactivate: {
if (GetActive()) StopSound(mgr);
StopSound(mgr);
} break; } break;
case EScriptObjectMessage::Activate: { case EScriptObjectMessage::Activate: {
if (GetActive()) if (GetActive())