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# Tyrion.AI_TalkGoal

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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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Class file time: ne 5.9.2004 15:54:26.000 - Creation time: st 23.5.2018 00:10:41.824 - Created with UnCodeX