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interface InventoryStationAccessControl dependsOn(InventoryStationAccess); function bool isOnCharactersTeam(Character testCharacter); /// Armor Index of 0 implies light, 1 medium and 2 heavy. function accessRequired(Character accessor, InventoryStationAccess access, int armorIndex); /// Character no longer requires inventory station access. /// Called after accessRequired but before isAccessible has returned true. function accessNoLongerRequired(Character accessor); /// Returns true if Inventory Station can be accessed by the specified character. /// Pre-Condition: a corresponding accessRequired call was made without a corresponding /// accessNoLongerRequired /// Pre-Condition: function is yet to return true (implies that after this function returns true it cannot /// be called again with the same character until another accessRequired call) function bool isAccessible(Character accessor); function bool isFunctional(); function changeApplied(InventoryStationAccess access); function bool directUsage(); function accessFinished(Character user, bool returnToUsualMovment); /// Provides an opportunity to set the weapons to be displayed on the interface. Return false top use the default behaviour. simulated function bool getCurrentLoadoutWeapons(out InventoryStationAccess.InventoryStationLoadout weaponLoadout, Character user); |
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