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# Gameplay.SpeakerRecord

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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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Class file time: ne 5.9.2004 15:53:26.000 - Creation time: st 23.5.2018 00:10:47.223 - Created with UnCodeX