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//===================================================================== // AI_TalkGoal //===================================================================== class AI_TalkGoal extends AI_CharacterGoal editinlinenew; //===================================================================== // Variables var(Parameters) Name lipsyncAnimName "The name of the lipsync animation to play"; var(Parameters) Name subtitleTag "The localization tag for the subtitle text of the dialogue"; var(Parameters) Name targetName "The pawn to talk to"; var(Parameters) Rotator facing "Where the AI turns to before talking if targetName is none"; var(Parameters) bool bNeedsToTurn "If true the targetName and facing values will be used"; var(Parameters) bool bPositional "Whether the sound is to be positional or 2D"; var(Parameters) bool bWaitForSpeech "Whether the action should wait till the sound has finished playing before continuing"; var(InternalParameters) editconst Pawn target; //===================================================================== // Functions overloaded function construct( AI_Resource r, int pri, Name aLipsyncAnimName, Name aSubtitleTag, Pawn aTarget, Rotator aFacing, bool needsToTurn, bool waitForSpeech, bool positional) { priority = pri; lipsyncAnimName = aLipsyncAnimName; subtitleTag = aSubtitleTag; target = aTarget; facing = aFacing; bNeedsToTurn = needsToTurn; bPositional = positional; bWaitForSpeech = waitForSpeech; super.construct( r ); } //===================================================================== defaultproperties { bNeedsToTurn = true bInactive = false bPermanent = false } |
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