34 lines
1.4 KiB
Ucode
34 lines
1.4 KiB
Ucode
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//=============================================================================
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// KFAnimNotify_ZedVoiceSound
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//=============================================================================
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// Notify class for zed voice sounds, which need to be played differently if the
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// zed has no mouth/head.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// - Jeff Robinson
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//=============================================================================
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class KFAnimNotify_ZedVoiceAkEvent extends AnimNotify_AkEvent
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native(Anim);
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/** Alternate event to play in the case that the zed has no mouth/head */
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var() AkEvent MouthlessAkEvent;
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/** Will cause MouthlessAkEvent to be played when the "play" button is pressed in the editor */
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var() transient editoronly bool bTestMouthlessAkEvent;
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/** Will attempt to play through the dialog/chatter manager, obeying dialog rules such as priority and cooldown */
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var() bool bTreatAsDialog;
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cpptext
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{
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// AnimNotify interface.
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virtual UAkEvent* PickEventToPlay( AActor* in_pOwner );
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virtual UBOOL CanPlay( AActor* in_pOwner, USkeletalMeshComponent* in_pSkelComp, UAkEvent* in_pEvent );
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virtual void Play( AActor* in_pOwner, UAkEvent* in_pEvent, const FVector& in_SoundLocation, UBOOL in_bEventIsOccluded );
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}
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defaultproperties
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{
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BoneName=head
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}
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