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https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 22:11:43 +00:00
- moved MarkPrecacheSounds completely to the script side and added native support to make this a usable feature.
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parent
8fa16b6c30
commit
7012179904
16 changed files with 76 additions and 65 deletions
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@ -685,8 +685,6 @@ public:
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void LevelSpawned(); // Called after BeginPlay if this actor was spawned by the world
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void HandleSpawnFlags(); // Translates SpawnFlags into in-game flags.
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virtual void MarkPrecacheSounds() const; // Marks sounds used by this actor for precaching.
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virtual void Activate (AActor *activator);
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void CallActivate(AActor *activator);
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@ -92,7 +92,6 @@ public:
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virtual void AddInventory (AInventory *item) override;
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virtual void RemoveInventory (AInventory *item) override;
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virtual bool UseInventory (AInventory *item) override;
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virtual void MarkPrecacheSounds () const override;
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virtual void BeginPlay () override;
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virtual bool UpdateWaterLevel (bool splash) override;
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@ -161,18 +161,6 @@ bool AInventory::Massacre()
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return false;
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}
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//===========================================================================
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//
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// AInventory :: MarkPrecacheSounds
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//
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//===========================================================================
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void AInventory::MarkPrecacheSounds() const
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{
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Super::MarkPrecacheSounds();
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PickupSound.MarkUsed();
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}
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//===========================================================================
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//
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// AInventory :: Grind
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@ -72,7 +72,6 @@ public:
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virtual void Finalize(FStateDefinitions &statedef) override;
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virtual void Serialize(FSerializer &arc) override;
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virtual void MarkPrecacheSounds() const override;
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virtual void OnDestroy() override;
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virtual void Tick() override;
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virtual bool Massacre() override;
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@ -184,18 +184,6 @@ void AWeapon::Serialize(FSerializer &arc)
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}
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//===========================================================================
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//
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// AWeapon :: MarkPrecacheSounds
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//
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//===========================================================================
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void AWeapon::MarkPrecacheSounds() const
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{
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Super::MarkPrecacheSounds();
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UpSound.MarkUsed();
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ReadySound.MarkUsed();
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}
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/* Weapon slots ***********************************************************/
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@ -159,8 +159,6 @@ public:
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bool bAltFire; // *** only accessed from ZScript. Set when this weapon's alternate fire is used.
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bool bDehAmmo;
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virtual void MarkPrecacheSounds() const;
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void Finalize(FStateDefinitions &statedef) override;
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void Serialize(FSerializer &arc) override;
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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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@ -833,16 +833,16 @@ void APlayerPawn::Serialize(FSerializer &arc)
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//===========================================================================
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//
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// APlayerPawn :: MarkPrecacheSounds
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// APlayerPawn :: MarkPlayerSounds
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//
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//===========================================================================
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void APlayerPawn::MarkPrecacheSounds() const
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DEFINE_ACTION_FUNCTION(APlayerPawn, MarkPlayerSounds)
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{
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Super::MarkPrecacheSounds();
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S_MarkPlayerSounds(GetSoundClass());
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PARAM_SELF_PROLOGUE(APlayerPawn);
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S_MarkPlayerSounds(self->GetSoundClass());
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return 0;
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}
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//===========================================================================
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//
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// APlayerPawn :: BeginPlay
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@ -2232,18 +2232,20 @@ void AAmbientSound::Serialize(FSerializer &arc)
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//==========================================================================
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//
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// AmbientSound :: MarkPrecacheSounds
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// AmbientSound :: MarkAmbientSounds
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//
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//==========================================================================
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void AAmbientSound::MarkPrecacheSounds() const
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DEFINE_ACTION_FUNCTION(AAmbientSound, MarkAmbientSounds)
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{
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Super::MarkPrecacheSounds();
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FAmbientSound *ambient = Ambients.CheckKey(args[0]);
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PARAM_SELF_PROLOGUE(AAmbientSound);
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FAmbientSound *ambient = Ambients.CheckKey(self->args[0]);
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if (ambient != NULL)
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{
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ambient->sound.MarkUsed();
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}
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return 0;
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}
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//==========================================================================
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@ -2458,3 +2460,11 @@ void S_ParseMusInfo()
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}
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DEFINE_ACTION_FUNCTION(DObject, MarkSound)
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{
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PARAM_PROLOGUE;
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PARAM_SOUND(sound_id);
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sound_id.MarkUsed();
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return 0;
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}
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@ -504,14 +504,9 @@ void S_PrecacheLevel ()
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{
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IFVIRTUALPTR(actor, AActor, MarkPrecacheSounds)
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{
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// Without the type cast this picks the 'void *' assignment...
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VMValue params[1] = { actor };
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VMCall(func, params, 1, nullptr, 0);
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}
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else
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{
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actor->MarkPrecacheSounds();
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}
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}
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for (auto snd : gameinfo.PrecachedSounds)
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{
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@ -420,6 +420,18 @@ class Actor : Thinker native
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native clearscope static Vector2 RotateVector(Vector2 vec, double angle);
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native clearscope static double Normalize180(double ang);
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virtual void MarkPrecacheSounds()
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{
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MarkSound(SeeSound);
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MarkSound(AttackSound);
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MarkSound(PainSound);
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MarkSound(DeathSound);
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MarkSound(ActiveSound);
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MarkSound(UseSound);
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MarkSound(BounceSound);
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MarkSound(WallBounceSound);
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MarkSound(CrushPainSound);
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}
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bool IsPointerEqual(int ptr_select1, int ptr_select2)
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{
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@ -439,7 +451,6 @@ class Actor : Thinker native
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virtual native void Die(Actor source, Actor inflictor, int dmgflags = 0, Name MeansOfDeath = 'none');
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virtual native bool Slam(Actor victim);
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virtual native void Touch(Actor toucher);
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virtual native void MarkPrecacheSounds();
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native void Substitute(Actor replacement);
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// Called by PIT_CheckThing to check if two actors actually can collide.
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@ -385,6 +385,7 @@ class Object native
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native static void S_ResumeSound (bool notsfx);
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native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
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native static float S_GetLength(Sound sound_id);
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native static void MarkSound(Sound snd);
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native static uint BAM(double angle);
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native static void SetMusicVolume(float vol);
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native static uint MSTime();
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@ -74,6 +74,17 @@ class Inventory : Actor native
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Stop;
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}
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//===========================================================================
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//
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// AInventory :: MarkPrecacheSounds
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//
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//===========================================================================
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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MarkSound(PickupSound);
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}
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//===========================================================================
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//
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@ -78,6 +78,18 @@ class Weapon : StateProvider native
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Stop;
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}
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//===========================================================================
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//
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// AWeapon :: MarkPrecacheSounds
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//
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//===========================================================================
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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MarkSound(UpSound);
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MarkSound(ReadySound);
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}
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virtual int, int CheckAddToSlots()
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{
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@ -113,6 +113,18 @@ class PlayerPawn : Actor native
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Obituary "$OB_MPDEFAULT";
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}
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//===========================================================================
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//
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// APlayerPawn :: MarkPrecacheSounds
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//
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//===========================================================================
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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MarkPlayerSounds();
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}
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//----------------------------------------------------------------------------
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//
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//
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native void CheckEnvironment();
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native void CheckUse();
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native void CheckWeaponButtons();
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native void MarkPlayerSounds();
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}
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class PlayerChunk : PlayerPawn
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@ -66,6 +66,14 @@ class AmbientSound : Actor native
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+NOSECTOR
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+DONTSPLASH
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}
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native void MarkAmbientSounds();
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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MarkAmbientSounds();
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}
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}
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class AmbientSoundNoGravity : AmbientSound
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