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# Gameplay.ActionPlaySpeech

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    class ActionPlaySpeech extends Scripting.Action;

    var() actionnoresolve Sound soundObject "The name of the sound object to play.";

    var() String	speech			"An alternative to the 'soundObject' field that allows the return value from a script action to be used, specify <package>.<soundname>";
    var() bool		waitForSpeech	"If true the script will block until the speech has finished";
    var() Character	speaker			"Character who will be speaking";
    var() bool		bPlayerSpeaker	"whether the speaker is the player";
    var() bool		bPositional		"Whether the speech is to be positional or not";

    // execute
    latent function Variable execute()
    {
    /*
    	local Sound speechSound;
    	local Controller c;
    	*/
    	local float duration;

    	Super.execute();

    	if(bPlayerSpeaker)
    		speaker = PlayerCharacterController(parentScript.Level.GetLocalPlayerController()).character;

    	if(speaker != None && speaker.IsA('AICharacter'))
    	{

    	}
    	else
    	{
    		duration = parentScript.Level.speechManager.PlayScriptedSpeech(speaker, Name(speech), bPositional);
    		if(waitForSpeech)
    			Sleep(duration);
    	}
    /*
    	if (speech != "")
    		speechSound = Sound(DynamicLoadObject(speech, class'Sound', true));
    	else
    		speechSound = soundObject;

    	if (speechSound != None)
    	{
    		c = parentScript.Level.GetLocalPlayerController();

    		if (c != None)
    		{
    			if (c.pawn != None)
    				c.pawn.PlaySound(speechSound, SLOT_Talk, 1.0,,, 1000);
    			else
    				c.PlaySound(speechSound, SLOT_Talk, 1.0,,, 1000);
    		}

    		if (waitForSpeech)
    			Sleep(parentScript.GetSoundDuration(speechSound));
    	}
    	else
    	{
    		if (speech != "")
    			logError("Couldn't find speech sound " $ speech);
    		else
    			logError("Couldn't find speech sound " $ soundObject);
    	}
    */
    	return None;
    }

    // editorDisplayString
    function editorDisplayString(out string s)
    {
    	if (speech != "")
    		s = "Play speech " $ propertyDisplayString('speech');
    	else
    		s = "Play speech " $ soundObject;
    }

    defaultproperties
    {
    	waitForSpeech		= true
    	speaker				= None
    	bPositional			= false

    	returnType			= None
    	actionDisplayName	= "Play speech"
    	actionHelp			= "Plays some dialogue"
    	category			= "AudioVisual"
    }

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Class file time: ne 5.9.2004 15:53:24.000 - Creation time: st 23.5.2018 00:10:40.485 - Created with UnCodeX