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Disallow sound to be played on destroyed actors
It's possible for an actor to call Destroy() in a ZScript method (such as Tick()) and then subsequently call A_StartSound() to play a sound. Generally speaking this doesn't happen within a given class, but with a class hierarchy, Destroy() may be called unbeknownst to a mod developer. Even though checking bDestroyed is likely good practice, this ensures that sounds won't be started on actors flagged for cleanup.
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