Corrected StartBurstReport sound synchronisation when used with FireDelay #19931
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Has been a while since I raised #18729 so thought I'd have a stab at fixing it.
The issue was that Burst is updated every tick, but FireDelay causes the value to be out of sync as it'll check Burst when the delayed action actually gets called, by which point the value of Burst will have changed, when it needed to use the value of Burst at the point the delayed action was created.
So the solution just includes the Burst value in the delayed action tuple so that can be passed into the action function.
Seems to work fine.
So an Armament with FireDelay > 0 whose weapon has Burst > 1 should now correctly only play the StartBurstReport sound on the first shot (after the delay) and not subsequently, until the next salvo.
Closes #18729