- moved MarkPrecacheSounds completely to the script side and added native support to make this a usable feature.

This commit is contained in:
Christoph Oelckers 2018-11-25 07:43:05 +01:00
commit 7012179904
16 changed files with 76 additions and 65 deletions

View file

@ -5310,26 +5310,6 @@ void AActor::CallPostBeginPlay()
E_WorldThingSpawned(this);
}
void AActor::MarkPrecacheSounds() const
{
SeeSound.MarkUsed();
AttackSound.MarkUsed();
PainSound.MarkUsed();
DeathSound.MarkUsed();
ActiveSound.MarkUsed();
UseSound.MarkUsed();
BounceSound.MarkUsed();
WallBounceSound.MarkUsed();
CrushPainSound.MarkUsed();
}
DEFINE_ACTION_FUNCTION(AActor, MarkPrecacheSounds)
{
PARAM_SELF_PROLOGUE(AActor);
self->MarkPrecacheSounds();
return 0;
}
bool AActor::isFast()
{
if (flags5&MF5_ALWAYSFAST) return true;