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Stop sounds when removing pawns #1203
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remove sounds and Cosmetic Pawns from units by updating ReleasePawnInternal
This generally looks like it should work, but it assumes the cosmetic unit comes from the secondary weapon slot. Do you think you can adjust the PR so it works regardless of slots? |
Reworked this to loop over the attached units on the main pawn using its XCGS_Unit. Also updated the documentation to better fit HL-Docs formatting. |
remove sounds and Cosmetic Pawns from units by updating ReleasePawnInternal Revise cosmetic pawn removal to not assume inventory slot Now loops over all cosmetic pawns on the associated UnitState instead of attempting to remove a pawn from the secondary slot. remove sounds and Cosmetic Pawns from units by updating ReleasePawnInternal Remove code for cosmetic pawn issue remove sounds and Cosmetic Pawns from units by updating ReleasePawnInternal Revise cosmetic pawn removal to not assume inventory slot Now loops over all cosmetic pawns on the associated UnitState instead of attempting to remove a pawn from the secondary slot. remove sounds and Cosmetic Pawns from units by updating ReleasePawnInternal Update UIPawnMgr.uc
Updated PR name to only address the stop sounds part, going to move the cosmetic stuff to a separate fix. |
Fixes #1192
Remove sounds by updating DestroyPawns to call StopSounds() and Cosmetic Pawns from units by updating ReleasePawnInternal to grab and also remove the Cosmetic Pawn. Addresses issue #1192 based on Rusty's code.