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/////////////////////////////////////////////////////////////////////////////// // // Resupply Station // class ResupplyStation extends BaseDevice; // // Access point variables // var(ResupplyStation) float accessPointOffset "Offset of the access area from the front of the Resupply station"; var(ResupplyStation) float accessRadius "Radius of the access area"; var(ResupplyStation) float accessHeight "Height of the access area"; var(ResupplyStation) float healRateHealthFractionPerSecond; var(ResupplyStation) class<ResupplyStationAccess> accessClass "Access class to spawn"; var(ResupplyStation) Name usageAnimationForCharacter "animation to play on a character that uses the station"; var ResupplyStationAccess access; var Character currentUser; function PostBeginPlay() { local Vector accessPointLocation; local Vector xAxis, zAxis; Super.PostBeginPlay(); // Place the access point in front of the resupply station (along the y axis) GetAxes(rotation, xAxis, accessPointLocation, zAxis); accessPointLocation *= accessPointOffset; accessPointLocation += location; // create the access point access = spawn(accessClass, self, , accessPointLocation, Rotation); access.setBase(self); access.setCollision(true, false, false); access.setCollisionSize(accessRadius, accessHeight); // set self as access control access.initialise(self); // Update useable points array UseablePoints[0] = access.GetUseablePoint(); UseablePointsValid[0] = UP_Valid; } function PlayUsageAnimation() { if(! IsAnimating()) PlayAnim('Stand'); } function bool isOnCharactersTeam(Character testCharacter) { return isFriendly(testCharacter); } simulated function Tick(float Delta) { super.Tick(Delta); if (Level.NetMode != NM_Client) { if (currentUser != None) { if (currentUser.health >= currentUser.healthMaximum || !isFunctional()) { access.unlockUser(currentUser); } } } } defaultproperties { Mesh = SkeletalMesh'BaseObjects.ResupplyStation' DrawType = DT_Mesh bReplicateAnimations = true accessPointOffset = 80 accessRadius = 50 accessHeight = 80 accessClass = class'Gameplay.ResupplyStationAccess' usageAnimationForCharacter = "Stand" healRateHealthFractionPerSecond=0.04 } |
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