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smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit b3b2f2b3dbc1b0ea983ed17002bfa434f951862c
Author: m4n4t4...@gmail.com 
<m4n4t4...@gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date:   Mon Jun 2 01:13:59 2014 +0000

    SP: Remove embarrassingly bad sounding spirit_loop sound duplication
---
 SP/code/cgame/cg_players.c | 3 ---
 1 file changed, 3 deletions(-)

diff --git a/SP/code/cgame/cg_players.c b/SP/code/cgame/cg_players.c
index 6279bbd..7ba8049 100644
--- a/SP/code/cgame/cg_players.c
+++ b/SP/code/cgame/cg_players.c
@@ -770,7 +770,6 @@ static qboolean CG_RegisterClientModelname( clientInfo_t 
*ci, const char *modelN
                        cgs.media.skeletonHeadSkin = trap_R_RegisterSkin( 
"models/players/skel/head_default.skin" );
 
                        cgs.media.zombieSpiritSound = trap_S_RegisterSound( 
"sound/zombie/attack/spirit_start.wav" );
-                       cgs.media.zombieSpiritLoopSound = trap_S_RegisterSound( 
"sound/zombie/attack/spirit_loop.wav" );
                        cgs.media.zombieDeathSound = trap_S_RegisterSound( 
"sound/world/ceramicbreak.wav" ); // Zombie Gib
 
                        cgs.media.spiritSkullModel = trap_R_RegisterModel( 
"models/mapobjects/skull/skul2t.md3" );
@@ -976,11 +975,9 @@ nodam_rtknee          attached to tag_calfright
                        cgs.media.heinrichArmorBreak = CG_SoundScriptPrecache( 
"Heinrich_loseArmor" );
 
                        // RF, these are also used but supersoldier "spirits" 
in end map
-                       cgs.media.zombieSpiritLoopSound = trap_S_RegisterSound( 
"sound/zombie/attack/spirit_loop.wav" );
                        cgs.media.ssSpiritSkullModel = trap_R_RegisterModel( 
"models/players/supersoldier/ssghost.md3" );
 
                        cgs.media.zombieSpiritTrailShader = 
trap_R_RegisterShader( "zombieSpiritTrail" );
-                       cgs.media.zombieSpiritLoopSound = trap_S_RegisterSound( 
"sound/zombie/attack/spirit_loop.wav" );
                        cgs.media.helgaGaspSound = CG_SoundScriptPrecache( 
"helgaSpiritGasp" );
 
                        cgs.media.debrisHitSound = trap_S_RegisterSound( 
"sound/world/debris_hit.wav" );

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