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# Gameplay.SpeechCategory

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    class SpeechCategory extends Core.Object
    	native
    	config(SpeechCategories)
    	PerObjectConfig;

    //
    // These are declared out in order of increasing
    // priority, so the dynamic speech is of a lower priority
    // than the QuickChat, etc.
    //
    enum EChannelID
    {
    	CHANNEL_Movement,
    	CHANNEL_Dynamic,
    	CHANNEL_QuickChat,
    	CHANNEL_Announcer,
    	CHANNEL_Scripted,
    	MAX_CHANNELS
    };

    cpptext
    {

    	void BuildTagFileMap();
    	void PoolByKey(const FString &base, TArray<FString*> &speechPool, const FString &KeyString, const FString &KeyString2 = FString(TEXT("")));
    	FString PoolAndSelect(ACharacter *speaker, AActor* Instigator, AActor* Other, FString extraKey);

    private:

    	TMultiMap<FName, FString*> speechPoolMapping;
    }

    var config Name			eventName;
    var config float		priority;
    var config float		frequency;
    var config EChannelID	channelID;
    var config bool			exclusive;
    var config float		lingerDuration;

    var config bool		bHasSquadCondition;

    struct native SpeechPoolMap
    {
    	var Name	Tag;
    	var String	File;
    };

    // Array of mappings from speechEvents to files
    var config Array<SpeechPoolMap>	poolMap;

    // match up the native class size to the script one (TMultiMap is 20 bytes)
    var transient noexport private const int speechPoolMapping_SizePadding[5];

    defaultproperties
    {
    	eventName="Event"
    	priority=1
    	channelID=CHANNEL_Dynamic
    	exclusive=false
    	frequency=0.3
    	bHasSquadCondition=true
    	lingerDuration=0.0
    }

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Class file time: ne 5.9.2004 15:53:26.000 - Creation time: st 23.5.2018 00:10:47.235 - Created with UnCodeX