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Fixed exit wound bursts not firing, ensured entry- and exit wound burst sounds only play once per frame per MOSR, added optional isEntryWound and isExitWound bools to AddWound(Ext)
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@@ -125,6 +125,8 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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-`Scene` Lua functions `AddNavigatableArea(areaName)` and `ClearNavigatableAreas()` have been renamed/corrected to `AddNavigableArea(areaName)` and `ClearNavigableAreas()`, respectively.
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-`MOSRotating` Lua function `AddWound` now additionally accepts the format `MOSRotating:AddWound(AEmitter* woundToAdd, const Vector& parentOffsetToSet, bool checkGibWoundLimit, bool isEntryWound, bool isExitWound)`, allowing modders to specify added wounds as entry- or exit wounds, for the purpose of not playing multiple burst sounds on the same frame. These new arguments are optional.
// Find and detach an attachable near the new wound before gibbing the object itself. TODO: Perhaps move this to Actor, since it's more relevant there?
// Whether we added an entry wound with a BurstSound this frame or not, so we can disable further ones to avoid audio spam.
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bool m_EntryWoundBurstSoundPlayedThisFrame;
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// Whether we added an exit wound with a BurstSound this frame or not.
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bool m_ExitWoundBurstSoundPlayedThisFrame;
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// The list of Attachables currently attached and Owned by this.
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std::list<Attachable*> m_Attachables;
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std::unordered_set<unsignedlong> m_ReferenceHardcodedAttachableUniqueIDs; //!< An unordered set is filled with the Unique IDs of all of the reference object's hardcoded Attachables when using the copy Create.
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