diff --git a/sword2/anims.cpp b/sword2/anims.cpp index 996ba9fc9d5..3652b134639 100644 --- a/sword2/anims.cpp +++ b/sword2/anims.cpp @@ -579,26 +579,13 @@ void CreateSequenceSpeech(_movieTextObject *sequenceText[]) // (James23may97) // set up path to speech cluster // first checking if we have speech1.clu or speech2.clu in current directory (for translators to test) - if (g_sword2->_gameId == GID_SWORD2_DEMO) { - strcpy(speechFile,"speech.clu"); - } else { + File fp; - #ifdef _SWORD2_DEBUG - if ((res_man.WhichCd()==1) && (!access("speech1.clu",0))) // if 0 ie. if it's there - { - strcpy(speechFile,"speech1.clu"); - } - else if ((res_man.WhichCd()==2) && (!access("speech2.clu",0))) // if 0 ie. if it's there - { - strcpy(speechFile,"speech2.clu"); - } - else - #endif // _SWORD2_DEBUG - { - strcpy(speechFile, "speech.clu"); - } - } - //------------------------------ + sprintf(speechFile, "speech%d.clu", res_man.WhichCd()); + if (fp.open(speechFile, g_sword2->getGameDataPath())) + fp.close(); + else + strcpy(speechFile, "speech.clu"); wavSize = g_sword2->_sound->GetCompSpeechSize(speechFile, wavId); // returns size of decompressed wav, or 0 if wav not found if (wavSize) // if we've got the wav