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class InventoryStationPlatform extends Engine.Actor native; cpptext { virtual UMaterial* GetSkin( INT Index ); virtual void PostRenderCallback(UBOOL InMainScene); } var InventoryStation ownerInventoryStation; function PostBeginPlay() { super.PostBeginPlay(); // Base is set to the owner inventory station in UnrealEd so simply grab from Base value ownerInventoryStation = InventoryStation(Base); if (ownerInventoryStation == None) warn(self @ "is not based on an inventory station"); } function PostTakeDamage(float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor) { // forward to owner inventory station if (ownerInventoryStation != None) ownerInventoryStation.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType); } simulated function Actor getHurtRadiusParent() { return ownerInventoryStation; } defaultProperties { Mesh = SkeletalMesh'BaseObjects.InventoryStationBase' DrawType = DT_Mesh bLockLocation = true bNetInitialRotation = true bAlwaysRelevant = true bReplicateMovement = false bAcceptsProjectors = false bNeedPostRenderCallback = true bCollideActors = true bBlockPlayers = true bBlockActors = true RemoteRole = ROLE_SimulatedProxy bProjTarget = true } |
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