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Read Smacker voice-overs from the correct file, same way as speech.cpp does
svn-id: r10122
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@ -579,26 +579,13 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97)
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// set up path to speech cluster
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// first checking if we have speech1.clu or speech2.clu in current directory (for translators to test)
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if (g_sword2->_gameId == GID_SWORD2_DEMO) {
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strcpy(speechFile,"speech.clu");
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} else {
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File fp;
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#ifdef _SWORD2_DEBUG
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if ((res_man.WhichCd()==1) && (!access("speech1.clu",0))) // if 0 ie. if it's there
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{
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strcpy(speechFile,"speech1.clu");
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}
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else if ((res_man.WhichCd()==2) && (!access("speech2.clu",0))) // if 0 ie. if it's there
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{
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strcpy(speechFile,"speech2.clu");
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}
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else
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#endif // _SWORD2_DEBUG
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{
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strcpy(speechFile, "speech.clu");
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}
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}
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//------------------------------
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sprintf(speechFile, "speech%d.clu", res_man.WhichCd());
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if (fp.open(speechFile, g_sword2->getGameDataPath()))
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fp.close();
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else
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strcpy(speechFile, "speech.clu");
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wavSize = g_sword2->_sound->GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found
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if (wavSize) // if we've got the wav
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