- moved MarkPrecacheSounds completely to the script side and added native support to make this a usable feature.
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8fa16b6c30
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7012179904
16 changed files with 76 additions and 65 deletions
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@ -5310,26 +5310,6 @@ void AActor::CallPostBeginPlay()
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E_WorldThingSpawned(this);
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}
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void AActor::MarkPrecacheSounds() const
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{
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SeeSound.MarkUsed();
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AttackSound.MarkUsed();
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PainSound.MarkUsed();
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DeathSound.MarkUsed();
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ActiveSound.MarkUsed();
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UseSound.MarkUsed();
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BounceSound.MarkUsed();
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WallBounceSound.MarkUsed();
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CrushPainSound.MarkUsed();
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}
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DEFINE_ACTION_FUNCTION(AActor, MarkPrecacheSounds)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->MarkPrecacheSounds();
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return 0;
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}
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bool AActor::isFast()
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{
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if (flags5&MF5_ALWAYSFAST) return true;
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