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class DeployedInventoryStation extends BaseDevice implements InventoryStationAccessControl; var InventoryStationAccess access; var (InventoryStation) class<InventoryStationAccess> accessClass; var (InventoryStation) float accessRadius; var (InventoryStation) float accessHeight; replication { reliable if (Role == ROLE_Authority) access; } function PostBeginPlay() { Super.PostBeginPlay(); access = spawn(accessClass, self,,Location); access.setBase(self); access.setCollision(true, false, false); access.setCollisionSize(accessRadius, accessHeight); access.initialise(self); // Update useable points array UseablePoints[0] = access.GetUseablePoint(); UseablePointsValid[0] = UP_Valid; } function bool isAccessible(Character accessor) { return true; } function bool isFunctional() { return Health > 0; } function bool isOnCharactersTeam(Character testCharacter) { return isFriendly(testCharacter); } simulated function destroyed() { super.destroyed(); if (access != none) access.destroy(); } function accessFinished(Character user, bool returnToUsualMovment); function accessRequired(Character accessor, InventoryStationAccess access, int armorIndex); function accessNoLongerRequired(Character accessor); function changeApplied(InventoryStationAccess access); function bool directUsage() { return true; } simulated function bool getCurrentLoadoutWeapons(out InventoryStationAccess.InventoryStationLoadout weaponLoadout, Character user) { return false; } defaultproperties { accessRadius = 500 accessHeight = 500 accessClass = class'InventoryStationAccess' bWasDeployed = true bNoDelete = false bIgnoreEncroachers = true bIsDetectableByEnemies = false } |
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