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- Precache PickupSound, UpSound, and ReadySound.
SVN r3842 (trunk)
This commit is contained in:
parent
0ac94c5265
commit
39ff34645f
3 changed files with 27 additions and 0 deletions
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@ -459,6 +459,18 @@ void AInventory::Serialize (FArchive &arc)
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arc << Owner << Amount << MaxAmount << RespawnTics << ItemFlags << Icon << PickupSound << SpawnPointClass;
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arc << Owner << Amount << MaxAmount << RespawnTics << ItemFlags << Icon << PickupSound << SpawnPointClass;
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}
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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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//
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//
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// AInventory :: SpecialDropAction
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// AInventory :: SpecialDropAction
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@ -143,6 +143,7 @@ public:
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virtual void Touch (AActor *toucher);
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virtual void Touch (AActor *toucher);
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virtual void Serialize (FArchive &arc);
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virtual void Serialize (FArchive &arc);
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virtual void MarkPrecacheSounds() const;
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virtual void BeginPlay ();
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virtual void BeginPlay ();
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virtual void Destroy ();
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virtual void Destroy ();
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virtual void Tick ();
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virtual void Tick ();
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@ -276,6 +277,7 @@ public:
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bool bAltFire; // Set when this weapon's alternate fire is used.
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bool bAltFire; // Set when this weapon's alternate fire is used.
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virtual void MarkPrecacheSounds() const;
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virtual void Serialize (FArchive &arc);
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virtual void Serialize (FArchive &arc);
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virtual bool ShouldStay ();
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virtual bool ShouldStay ();
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virtual void AttachToOwner (AActor *other);
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virtual void AttachToOwner (AActor *other);
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@ -67,6 +67,19 @@ void AWeapon::Serialize (FArchive &arc)
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<< Crosshair;
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<< Crosshair;
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}
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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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//===========================================================================
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//===========================================================================
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//
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//
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// AWeapon :: TryPickup
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// AWeapon :: TryPickup
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