EntityFlag_Toggle events now skips one shot sounds the first time it runs, when entity spawns
- fixes furnaces playing their extinguish sound when spawned (many other entities had the same issue: campfire, mixing table..)
- it didn't cause any perf issues before: the sound manager drops one shot sounds beyond their audible range, and entities spawned at network range, far beyond it
- now that we have base occlusion, you could hear them spawning which was an issue for both gameplay and performance