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Squadmate dead voicelines are handled in XGUnit::OnDeath -
There is no check in the dead unit visualizer (in this case 'self') that the squad member is someone whose death we should care about. As a minimum, we should introduce a check something like if(self.GetVisualizedGameState.GetMyTemplateName() != 'MimicBeacon' etc. before doing SurvivingUnit.UnitSpeak.
Apparently there are also other possible scenarios where this can happen - it would be good to understand what these are so we can properly guard them.
private function DelaySpeechSquadMemberDead()
{
local XGUnit SurvivingUnit;
SurvivingUnit = GetSquad().GetNextGoodMember();
if (SurvivingUnit != none && !IsRobotic() && !IsAlien_CheckByCharType())
{
SurvivingUnit.UnitSpeak( 'SquadMemberDead' );
}
}