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class SpeakerRecord extends Core.Object native; // this encapsulates the reference to the speaking character, which // we use to avoid the same character speaking two lines at once. struct native SpeakerRef { var Character character; var PlayerReplicationInfo PRI; var bool bAnnouncer; }; var SpeakerRef speaker; var SpeechCategory category; var Sound speechSound; var String speechName; var INT channelID; var INT soundID; var INT priority; var INT flags; var FLOAT duration; var FLOAT currentDuration; CPPTEXT { inline UBOOL operator==(USpeakerRecord other) { if( (speaker.bAnnouncer && other.speaker.bAnnouncer) || // both announcer ((speaker.PRI != NULL) && (speaker.PRI == other.speaker.PRI)) || // same PRI ((speaker.Character != NULL) && (speaker.Character == other.speaker.Character)) ) // same character return true; return false; } inline UBOOL operator!=(USpeakerRecord other) { if((speaker.bAnnouncer && other.speaker.bAnnouncer) || // both announcer ((speaker.PRI != NULL) && (speaker.PRI == other.speaker.PRI)) || // same PRI ((speaker.Character != NULL) && (speaker.Character == other.speaker.Character)) ) // same character return false; return true; } } defaultproperties { speaker = None category = None speechSound = None speechName = "" channelID = -1 soundID = -1 priority = 0 duration = 3 currentDuration = 0 } |
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