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Gameplay.InventoryStationAccess

Extends
BaseDeviceAccess
Modifiers
notplaceable dependsOn ( CustomPlayerLoadout )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Gameplay.UseableObject
      |   
      +-- Gameplay.BaseDeviceAccess
         |   
         +-- Gameplay.InventoryStationAccess

Direct Known Subclasses:

InventoryStationStandaloneAccess

Variables Summary
InventoryStationAccessControlaccessControl
boolbWaitingForAccess
CharactercurrentUser
intmaxWeapons
floatpercentageHealth
vectoruserPosition
InventoryStationAccess
boolbAutoConfigGrenades
boolbAutoFillCombatRoles
boolbAutoFillPacks
boolbAutoFillWeapons
boolbCanUseCustomLoadouts
boolbDispenseGrenades
boolbInventoryTutorial
intdefaultLoadoutIndex
InventoryStationGrenadesgrenades
floathealRateHealthFractionPerSecond
Array<InventoryStationLoadout>loadouts
intNumFallbackWeapons
Array<InventoryStationPack>packs
Array<InventoryStationCombatRole>roles
Array<InventoryStationWeapon>weapons
Inherited Variables from Gameplay.BaseDeviceAccess
IsDisabledPrompt, PowerDownPrompt
Inherited Variables from Gameplay.UseableObject
bAlwaysUse, bDoNotPromptWhenNotUseable, markerOffset, priority, prompt

Structures Summary
InventoryStationCombatRole
combatRoleClass, bEnabled
InventoryStationGrenades
grenadeClass, bEnabled
InventoryStationLoadout
role, weapons[10], activeWeaponSlot, pack, grenades, NoLoadout, userSkin
InventoryStationPack
packClass, bEnabled
InventoryStationWeapon
weaponClass, bEnabled

Functions Summary
functionbool CanBeUsedBy (Pawn user))
function characterAccess ()))
function clientSetupInventoryStation (Character user))
function clientTerminateCharacterAccess (Character user))
function finishCharacterAccess (InventoryStationLoadout selectedLoadout))
functionInventoryStationAccess getCorrespondingInventoryStation ()))
functionInventoryStationLoadout GetCurrentUserLoadout ()))
functionInventoryStationLoadout getDefaultLoadout ()))
functionInventoryStationLoadout getLoadout (int loadoutIndex))
functionint getNumberLoadouts ()))
functionVehicle getVehicleBase ()))
function initialise (InventoryStationAccessControl newAccessControl))
functionbool IsRoleAvailable (String roleClassName))
function serverFinishCharacterAccess (InventoryStationLoadout selectedLoadout, bool returnToUsualMovment, optional Character user))
function serverTerminateCharacterAccess ()))
function tick (float deltaSeconds))
function UpdatePrecacheRenderData ()))
function UsedBy (Pawn user))
functionbool usedByProcessing (Character user))
functionclass<Gameplay.WeaponValidateWeaponClass (class<Gameplay.Weapon> weaponClass, class<Gameplay.Armor> armorClass))
Inherited Functions from Gameplay.BaseDeviceAccess
GetPrompt, GetPromptIndex
Inherited Functions from Gameplay.UseableObject
CanBeUsedBy, getCorrespondingInventoryStation, GetPrompt, GetPromptDataClass, GetPromptIndex, GetUseablePoint, UsedBy


Variables Detail

accessControl Source code

var private InventoryStationAccessControl accessControl;
// Inventory Station Protocol // // Server Client // // UsedBy: Player pressed used in vicinity // of Inventory Station. Registers players // desire to use inventory station. // // clientInventoryStationWait: Puts client into waiting state. // // Tick: Waits for inventory station to // become accessible and then calls // characterAccess. // // characterAccess: Puts user's Controller // into PlayerUsingInventoryStation state // and calls clientInventoryStationAccess on // user's Controller. // // clientInventoryStationAccess: Hides HUD and // displays Inventory Station UI. // // *** Player selects Loadout and eventually presses "Done". *** // // finishCharacterAccess: Called by UI. Calls // serverFinishInventoryStationAccess on user's Controller and // clientTerminateCharacterAccess. // // serverFinishInventoryStationAccess: clientTerminateCharacterAccess: Calls // Confirms user was actually using this clientFinishInventoryStationAccess on user's Controller. // Inventory Station. Puts user back into // default state and calls clientFinishInventoryStationAccess: Shows HUD and removes // serverFinishCharacterAccess. Inventory Station UI. // // serverFinishCharacterAccess: // Confirms validity of selected loadout // and applies it. // // ********************************************************************************************************* // // CASE INVENTORY STATION CEASES TO BE FUNCTIONAL WHILE BEING USED OR USER IS BLOWN OFF // // *** Termination Condition Activated *** // // Tick: Detects termination condition // and calls // serverTerminateInventoryStationAccess on // user's controller as a result. // // serverTerminateInventoryStationAccess: // call serverTerminateCharacterAccess and // clientTerminateInventoryStationAccess. // // serverTerminateCharacterAccess: // Puts user's controller into default // state. // // clientTerminateInventoryStationAccess: Calls

bWaitingForAccess Source code

var bool bWaitingForAccess;

currentUser Source code

var Character currentUser;

maxWeapons Source code

var const int maxWeapons;

percentageHealth Source code

var float percentageHealth;

userPosition Source code

var vector userPosition;

InventoryStationAccess

bAutoConfigGrenades Source code

var(InventoryStationAccess) bool bAutoConfigGrenades;
Whether to set the grenades class automatically

bAutoFillCombatRoles Source code

var(InventoryStationAccess) bool bAutoFillCombatRoles;
Whether to fill out the combat roles array automatically

bAutoFillPacks Source code

var(InventoryStationAccess) bool bAutoFillPacks;
Whether to fill out the packs array automatically

bAutoFillWeapons Source code

var(InventoryStationAccess) bool bAutoFillWeapons;
Whether to fill out the weapons array automatically

bCanUseCustomLoadouts Source code

var(InventoryStationAccess) bool bCanUseCustomLoadouts;
Whether this station allows users to utilise custom loadouts

bDispenseGrenades Source code

var(InventorystationAccess) bool bDispenseGrenades;
Whether this station dispenses grenades

bInventoryTutorial Source code

var(InventoryStationAccess) bool bInventoryTutorial;
Is this inventory station in tutorial mode

defaultLoadoutIndex Source code

var(InventoryStationAccess) int defaultLoadoutIndex;

grenades Source code

var(InventoryStationAccess) InventoryStationGrenades grenades;

healRateHealthFractionPerSecond Source code

var(InventoryStationAccess) float healRateHealthFractionPerSecond;
Heal rate for the health injection

loadouts Source code

var(InventoryStationAccess) Array<InventoryStationLoadout> loadouts;

NumFallbackWeapons Source code

var(InventoryStationAccess) int NumFallbackWeapons;
Number of fall back weapons for the station (At the start of the weapons array)

packs Source code

var(InventoryStationAccess) Array<InventoryStationPack> packs;

roles Source code

var(InventoryStationAccess) Array<InventoryStationCombatRole> roles;

weapons Source code

var(InventoryStationAccess) Array<InventoryStationWeapon> weapons;


Structures Detail

InventoryStationCombatRole Source code

struct InventoryStationCombatRole
{
var(InventoryStationAccess) bool bEnabled;
var(InventoryStationAccess) class<CombatRole> combatRoleClass;
};


InventoryStationGrenades Source code

struct InventoryStationGrenades
{
var(InventoryStationAccess) bool bEnabled;
var(InventoryStationAccess) class<HandGrenade> grenadeClass;
};


InventoryStationLoadout Source code

struct InventoryStationLoadout
{
var int activeWeaponSlot;
var InventoryStationGrenades grenades;
var bool NoLoadout;
var InventoryStationPack pack;
var InventoryStationCombatRole role;
var string userSkin;
var InventoryStationWeapon weapons[10];
};


InventoryStationPack Source code

struct InventoryStationPack
{
var(InventoryStationAccess) bool bEnabled;
var(InventoryStationAccess) class<Pack> packClass;
};


InventoryStationWeapon Source code

struct InventoryStationWeapon
{
var(InventoryStationAccess) bool bEnabled;
var(InventoryStationAccess) class<Weapon> weaponClass;
};



Functions Detail

CanBeUsedBy Source code

function bool CanBeUsedBy ( Pawn user) )

characterAccess Source code

function characterAccess ( ) )
// Grants inventory station access to a user. Called on server.

clientSetupInventoryStation Source code

simulated function clientSetupInventoryStation ( Character user) )

clientTerminateCharacterAccess Source code

simulated function clientTerminateCharacterAccess ( Character user) )
// Abruptly forces character to finish using this inventory station. Called on server.

finishCharacterAccess Source code

simulated function finishCharacterAccess ( InventoryStationLoadout selectedLoadout) )
// Does processing assocaited with a character actually electing to finish usage of an inventory station.

getCorrespondingInventoryStation Source code

function InventoryStationAccess getCorrespondingInventoryStation ( ) )

GetCurrentUserLoadout Source code

simulated function InventoryStationLoadout GetCurrentUserLoadout ( ) )

getDefaultLoadout Source code

simulated function InventoryStationLoadout getDefaultLoadout ( ) )

getLoadout Source code

simulated function InventoryStationLoadout getLoadout ( int loadoutIndex) )

getNumberLoadouts Source code

simulated function int getNumberLoadouts ( ) )

getVehicleBase Source code

function Vehicle getVehicleBase ( ) )
// Returns the vehicle corresponding to this inventory station. Might be None.

initialise Source code

function initialise ( InventoryStationAccessControl newAccessControl) )

IsRoleAvailable Source code

simulated function bool IsRoleAvailable ( String roleClassName) )

serverFinishCharacterAccess Source code

function serverFinishCharacterAccess ( InventoryStationLoadout selectedLoadout, bool returnToUsualMovment, optional Character user) )
// Called on the server from the server. Applies selected loadout to user. If returnToUsualMovment is true the character shall go back

serverTerminateCharacterAccess Source code

function serverTerminateCharacterAccess ( ) )

tick Source code

function tick ( float deltaSeconds) )

UpdatePrecacheRenderData Source code

simulated function UpdatePrecacheRenderData ( ) )

UsedBy Source code

function UsedBy ( Pawn user) )
// Called on server when user presses use key in vicinity of inventory station.

usedByProcessing Source code

function bool usedByProcessing ( Character user) )

ValidateWeaponClass Source code

function class<Gameplay.Weapon> ValidateWeaponClass ( class<Gameplay.Weapon> weaponClass, class<Gameplay.Armor> armorClass) )


Defaultproperties

defaultproperties
{
	DrawType = DT_None
	bHidden = false


	bAlwaysRelevant = false


	bHardAttach=true
	bCollideActors=false
	CollisionRadius=+0080.000000
	CollisionHeight=+0100.000000
	bCollideWhenPlacing=false
	bOnlyAffectPawns=true


	RemoteRole=ROLE_SimulatedProxy


	bWaitingForAccess=false


	healRateHealthFractionPerSecond=0.04


	bAutoFillCombatRoles	= true
	bAutoFillWeapons		= true
	bAutoFillPacks			= true
	bAutoConfigGrenades		= true
	bCanUseCustomLoadouts	= true


	bDispenseGrenades = true


	maxWeapons = 10
	numFallbackWeapons = 1;


	prompt = "Press '%1' to enter the Inventory Station"
	markerOffset = (X=0,Y=-80,Z=0)
}

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Creation time: st 23.5.2018 00:10:31.422 - Created with UnCodeX