Fix cloak sounds playing on build for initially cloaked actors.
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@@ -71,6 +71,7 @@ namespace OpenRA.Mods.Common.Traits
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CPos? lastPos;
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bool wasCloaked = false;
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bool firstTick = true;
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int cloakedToken = ConditionManager.InvalidConditionToken;
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public Cloak(CloakInfo info)
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@@ -153,7 +154,8 @@ namespace OpenRA.Mods.Common.Traits
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if (conditionManager != null && cloakedToken == ConditionManager.InvalidConditionToken && !string.IsNullOrEmpty(Info.CloakedCondition))
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cloakedToken = conditionManager.GrantCondition(self, Info.CloakedCondition);
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if (!self.TraitsImplementing<Cloak>().Any(a => a != this && a.Cloaked))
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// Sounds shouldn't play if the actor starts cloaked
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if (!(firstTick && Info.InitialDelay == 0) && !self.TraitsImplementing<Cloak>().Any(a => a != this && a.Cloaked))
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Game.Sound.Play(SoundType.World, Info.CloakSound, self.CenterPosition);
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}
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else if (!isCloaked && wasCloaked)
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@@ -161,11 +163,12 @@ namespace OpenRA.Mods.Common.Traits
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if (cloakedToken != ConditionManager.InvalidConditionToken)
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cloakedToken = conditionManager.RevokeCondition(self, cloakedToken);
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if (!self.TraitsImplementing<Cloak>().Any(a => a != this && a.Cloaked))
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if (!(firstTick && Info.InitialDelay == 0) && !self.TraitsImplementing<Cloak>().Any(a => a != this && a.Cloaked))
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Game.Sound.Play(SoundType.World, Info.UncloakSound, self.CenterPosition);
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}
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wasCloaked = isCloaked;
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firstTick = false;
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}
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public bool IsVisible(Actor self, Player viewer)
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