- Precache PickupSound, UpSound, and ReadySound.

SVN r3842 (trunk)
This commit is contained in:
Randy Heit 2012-08-22 23:51:23 +00:00
parent 0ac94c5265
commit 39ff34645f
3 changed files with 27 additions and 0 deletions

View file

@ -459,6 +459,18 @@ void AInventory::Serialize (FArchive &arc)
arc << Owner << Amount << MaxAmount << RespawnTics << ItemFlags << Icon << PickupSound << SpawnPointClass; arc << Owner << Amount << MaxAmount << RespawnTics << ItemFlags << Icon << PickupSound << SpawnPointClass;
} }
//===========================================================================
//
// AInventory :: MarkPrecacheSounds
//
//===========================================================================
void AInventory::MarkPrecacheSounds() const
{
Super::MarkPrecacheSounds();
PickupSound.MarkUsed();
}
//=========================================================================== //===========================================================================
// //
// AInventory :: SpecialDropAction // AInventory :: SpecialDropAction

View file

@ -143,6 +143,7 @@ public:
virtual void Touch (AActor *toucher); virtual void Touch (AActor *toucher);
virtual void Serialize (FArchive &arc); virtual void Serialize (FArchive &arc);
virtual void MarkPrecacheSounds() const;
virtual void BeginPlay (); virtual void BeginPlay ();
virtual void Destroy (); virtual void Destroy ();
virtual void Tick (); virtual void Tick ();
@ -276,6 +277,7 @@ public:
bool bAltFire; // Set when this weapon's alternate fire is used. bool bAltFire; // Set when this weapon's alternate fire is used.
virtual void MarkPrecacheSounds() const;
virtual void Serialize (FArchive &arc); virtual void Serialize (FArchive &arc);
virtual bool ShouldStay (); virtual bool ShouldStay ();
virtual void AttachToOwner (AActor *other); virtual void AttachToOwner (AActor *other);

View file

@ -67,6 +67,19 @@ void AWeapon::Serialize (FArchive &arc)
<< Crosshair; << Crosshair;
} }
//===========================================================================
//
// AWeapon :: MarkPrecacheSounds
//
//===========================================================================
void AWeapon::MarkPrecacheSounds() const
{
Super::MarkPrecacheSounds();
UpSound.MarkUsed();
ReadySound.MarkUsed();
}
//=========================================================================== //===========================================================================
// //
// AWeapon :: TryPickup // AWeapon :: TryPickup