Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# Gameplay.InventoryStation

Extends
  BaseDevice
Modifiers
  implements InventoryStationAccessControl native

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.BaseDevice
                |
                +-- Gameplay.InventoryStation

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
array<InventoryStationAccess> | accesses
InventoryStationPlatform | accessPointFour
InventoryStationPlatform | accessPointOne
InventoryStationPlatform | accessPointThree
InventoryStationPlatform | accessPointTwo
array<Name> | accessPoses
array<QueueElement> | accessQueue
bool | bDamaged
array<Name> | extensionPoses
int | loadoutChangeIndex
bool | loadoutChangeSwitch
InventoryStationPlatform | localAccessPoints[4]
int | localLoadoutChangeIndex
bool | localLoadoutChangeSwitch
int | localPackedIndices
bool | localRepeatSwitch
int | packedIndices
bool | repeatSwitch
int | targetAccessIndex
int | targetExtensionIndex
InventoryStation
class<InventoryStationAccess> | accessClass
float | accessHeight
float | accessRadius
float | armExtendDelayFraction
float | armRetractDelayFraction
float | armTurnDelayFraction
name | baseSocketName
float | delaySeconds
int | numberAccessPoints
float | receiveDamageRadius

Inherited Variables from Gameplay.BaseDevice
baseDeviceMessageClass, bCurrentlyDeploying, bHasOpenAnim, bInitialization, bLoopSavedAnim, bPowered, bWasDeployed, damagedHealthThreshold, deployer, DestroyedDiffuse, destroyedExplosionClass, functionalHealthThreshold, lastAttacker, lastOfflineTime, lastOnlineTime, lastUnderAttackTime, localizedName, m_bSwitchedOn, m_ownershipMaterialIdx, ownerBase, OWNERSHIP_MATERIAL_NOT_FOUND, OWNERSHIP_MATERIAL_UNDISCOVERED, savedAnim, secondaryBaseDeviceMessageClass

Inherited Variables from Gameplay.Rook
AI_LOD_ActivationDistance, AI_LOD_DeactivationDistance, AI_LOD_deactivation_exemption_ticks, AI_LOD_LevelMP, alertness, attacker, bAIThreat, bAlwaysMarked, bCanBeSensed, bCanRepair, bDeferredAICleanup, bIsDetectableByEnemies, bShowJSDebug, bShowLOADebug, bShowNavigationDebug, bShowSensingDebug, bShowSquadDebug, bShowTyrionCharacterDebug, bShowTyrionHeadDebug, bShowTyrionMovementDebug, bShowTyrionWeaponDebug, bUnobstructedLOF, bUseAlternateOwnershipMaterial, bUseAlternateSelfIllumMaterial, clientDamageComponentMask, componentBreakThreshold, damageComponentMask, damageComponents, desiredLocation, effectLogging, estLocation, expectedImpactTime, flameDamagePerSecond, flameDamageReductionPerSecond, flameDamageType, flameSource, grapplerRetentionScale, healthMaximum, hearing, hudType, lastDetectedTime, lastShotFiredTime, loaEndPoint, loaEndPoint2, loaHit, loaStartPoint, loaStartPoint2, logAlertnessChanges, loopingEffects, MaxShadowTraceDistance, mountAI, movementForce, m_lastTeam, m_localTeam, m_squad, m_team, pastPositionsIndex, pastPositionsTimeAccu, pastPositions[N_PAST_POSITIONS], PeripheralVisionZAngle, personalShield, personalShieldClass, playerControllerState, radarInfoClass, reactionDelay, reactionDelayMP, repairers, repDepLastRateAddition, repDepRepairRate, repPakLastRateAddition, repPakRepairRate, sensorUpdateFlag, ShadowLightDistance, shotAngularDeviation, shotAngularDeviationMP, shotLeadAbility, shotLeadAbilityMP, shotNotifier, SightRadiusToPlayer, teamDamagePercentage, teamSelfIllumSkinName, teamSpecificHavokCollisionFiltering, tickTime, tickTimeOrg, tickTimeUpdateRange, UseablePointsValid[MAX_USEABLE_POINTS], UseablePoints[MAX_USEABLE_POINTS], vehicleAI, vision, visionMemory

Enumerations Summary

Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary
QueueElement character, access, accessIndex, extensionIndex, accessible

Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
|  | accessFinished (Character user, bool returnToUsualMovment)
|  | accessNoLongerRequired (Character accessor))
|  | accessRequired (Character accessor, InventoryStationAccess access, int armorIndex))
|  | changeApplied (InventoryStationAccess access))
|  | CheckChangeState ())) Active
|  | destroyed ()))
| bool | directUsage ()))
| int | getAccessIndex (InventoryStationAccess access))
| InventoryStationPlatform | getAccessPoint (int accessPointIndex))
| bool | getCurrentLoadoutWeapons (out InventoryStationAccess.InventoryStationLoadout weaponLoadout, Character user))
| Actor | getHurtRadiusParent ()))
| float | getReceiveDamageRadius ()))
| bool | isAccessible (Character accessor))
| bool | isOnCharactersTeam (Character testCharacter))
|  | positioningFinished ()))
|  | PostBeginPlay ()))
|  | PostNetReceive ()))
|  | proceedToNextQueueMember ()))

Inherited Functions from Gameplay.BaseDevice
BeginState, CanBeUsedBy, CheckChangeState, classConstruct, construct, Died, dispatchDeathMessage, EndState, enumBaseInfo, GetDamageComponentThresholdRange, GetHumanReadableName, getTeamDamagePercentage, isActive, isAlive, isDamaged, isDamagedAtThreshold, isDisabled, isFunctional, isOpenedAnimPlaying, isPowered, latentBeginActive, latentExecuteActive, latentExecuteInitialization, LoopBDAnim, onTeamChange, PlayBDAnim, PlayDamagedDegeneratingEffects, PlayDamagedEnteredEffects, PlayDamagedExitedEffects, PostBeginPlay, PostLoadGame, PostTakeDamage, setHasPower, setSwitchedOn, Tick, unifiedAddImpulseAtPosition

Inherited Functions from Gameplay.Rook
activatePersonalShield, addRepairFromDeployable, addRepairFromPack, ApplyDamage, averageVelocity, breakDamageComponent, canBeRepairedBy, canBeSensed, CanBeUsedBy, ChunkUp, cleanupAI, cleanupDamageComponents, CleanupSensing, clientUpdateDamageComponents, createDamageComponent, CreateHearingNotifier, CreateShotNotifier, CreateVisionNotifier, damageComponentsOnDamage, damageComponentsOnIncreaseHealth, damageComponentsPostTakeDamage, deactivatePersonalShield, Destroyed, Died, displayActorLabel, displayEnemiesList, displayTyrionDebugHeader, displayWorldSpaceDebug, DrawVisionCone, EffectIsLooping, enumSquadInfo, enumTeamInfo, firingMotor, generateAISpeechEvents, getAlertnessLevel, getControllingCharacter, getControllingCharacterTeam, GetDamageComponentThresholdRange, getKillerLabel, GetObjectiveLocation, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, getTeamLabel, groundPredictedLocation, IncreaseHealth, isFriendly, IsInVisionCone, OnEffectInitialized, OnEffectStarted, OnEffectStopped, OnShotFired, onTeamChange, personalShieldActive, PlayEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PreBeginPlay, PrecacheDamageComponents, predictedLocation, ProcessBurnDamage, ProcessRepair, RegisterHearingNotification, RegisterShotNotification, RegisterVisionNotification, removeFlameDamage, removeRepairFromDeployable, removeRepairFromPack, resetPersonalShield, setAlertnessLevel, setLimitedTimeLODActivation, setSquad, setTeam, ShouldBeMarked, squad, squadCleanupOnDeath, StartLoopingEffect, StopEffect, StopLoopingEffect, team, UnregisterHearingNotification, UnregisterShotNotification, UnregisterVisionNotification, updateHavokCollisionFilter, updatePastPositions, UpdatePrecacheRenderData

States Summary

Active Source code
simulated state Active

CheckChangeState

Variables Detail

#### accesses Source code

var array<InventoryStationAccess> accesses;

#### accessPointFour Source code

var InventoryStationPlatform accessPointFour;

#### accessPointOne Source code

var InventoryStationPlatform accessPointOne;

#### accessPointThree Source code

var InventoryStationPlatform accessPointThree;

#### accessPointTwo Source code

var InventoryStationPlatform accessPointTwo;

#### accessPoses Source code

var array<Name> accessPoses;

#### accessQueue Source code

var array<QueueElement> accessQueue;

#### bDamaged Source code

var bool bDamaged;

#### extensionPoses Source code

var array<Name> extensionPoses;

#### loadoutChangeIndex Source code

var int loadoutChangeIndex;

#### loadoutChangeSwitch Source code

var bool loadoutChangeSwitch;

#### localAccessPoints[4] Source code

var InventoryStationPlatform localAccessPoints[4];

#### localLoadoutChangeIndex Source code

var int localLoadoutChangeIndex;

#### localLoadoutChangeSwitch Source code

var bool localLoadoutChangeSwitch;

#### localPackedIndices Source code

var int localPackedIndices;

#### localRepeatSwitch Source code

var bool localRepeatSwitch;

#### packedIndices Source code

var int packedIndices;

#### repeatSwitch Source code

var bool repeatSwitch;

#### targetAccessIndex Source code

var int targetAccessIndex;

#### targetExtensionIndex Source code

var int targetExtensionIndex;

### InventoryStation

#### accessClass Source code

var(InventoryStation) class<InventoryStationAccess> accessClass;

#### accessHeight Source code

var(InventoryStation) float accessHeight;

#### accessRadius Source code

var(InventoryStation) float accessRadius;

#### armExtendDelayFraction Source code

var(InventoryStation) float armExtendDelayFraction;

#### armRetractDelayFraction Source code

var(InventoryStation) float armRetractDelayFraction;

#### armTurnDelayFraction Source code

var(InventoryStation) float armTurnDelayFraction;

#### baseSocketName Source code

var(InventoryStation) name baseSocketName;

#### delaySeconds Source code

var(InventoryStation) float delaySeconds;

#### numberAccessPoints Source code

var(InventoryStation) int numberAccessPoints;

#### receiveDamageRadius Source code

var(InventoryStation) float receiveDamageRadius;

Structures Detail

#### QueueElement Source code

struct QueueElement
{

> var InventoryStationAccess access;
> var bool accessible;
> var int accessIndex;
> var Character character;
> var int extensionIndex;

};

Functions Detail

#### accessFinished Source code

function accessFinished ( Character user, bool returnToUsualMovment )

#### accessNoLongerRequired Source code

function accessNoLongerRequired ( Character accessor) )

#### accessRequired Source code

function accessRequired ( Character accessor, InventoryStationAccess access, int armorIndex) )

#### changeApplied Source code

function changeApplied ( InventoryStationAccess access) )

#### CheckChangeState Active Source code

simulated function CheckChangeState ( ) )

#### destroyed Source code

simulated event destroyed ( ) )

#### directUsage Source code

function bool directUsage ( ) )

#### getAccessIndex Source code

function int getAccessIndex ( InventoryStationAccess access) )

#### getAccessPoint Source code

simulated function InventoryStationPlatform getAccessPoint ( int accessPointIndex) )

#### getCurrentLoadoutWeapons Source code

simulated function bool getCurrentLoadoutWeapons ( out InventoryStationAccess.InventoryStationLoadout weaponLoadout, Character user) )

#### getHurtRadiusParent Source code

simulated function Actor getHurtRadiusParent ( ) )

#### getReceiveDamageRadius Source code

simulated function float getReceiveDamageRadius ( ) )

#### isAccessible Source code

function bool isAccessible ( Character accessor) )

#### isOnCharactersTeam Source code

function bool isOnCharactersTeam ( Character testCharacter) )

#### positioningFinished Source code

function positioningFinished ( ) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

#### PostNetReceive Source code

simulated function PostNetReceive ( ) )

#### proceedToNextQueueMember Source code

function proceedToNextQueueMember ( ) )

Defaultproperties

    defaultproperties
    {
    	Mesh			= SkeletalMesh'BaseObjects.InventoryStationArm'
    	DrawType		= DT_Mesh

    	numberAccessPoints	= 4

    	baseSocketName	= "Base"

    	accessRadius	= 50
    	accessHeight	= 80

    	accessClass		= class'Gameplay.InventoryStationAccess'

    	accessPoses(0)	= Front
    	accessPoses(1)	= Right
    	accessPoses(2)	= Back
    	accessPoses(3)	= Left

    	extensionPoses(0)	= ScreenLight
    	extensionPoses(1)	= ScreenMedium
    	extensionPoses(2)	= ScreenHeavy

    	bNetInitialRotation	= true

    	bNetNotify			= true

    	delaySeconds			= 2
    	armRetractDelayFraction	= 0.3
    	armTurnDelayFraction	= 0.4
    	armExtendDelayFraction	= 0.3

    	localLoadOutChangeIndex	= 0

    	RemoteRole				= ROLE_SimulatedProxy

    	bDisableEditorCopying	= true

    	bWorldGeometry			= false

    	receiveDamageRadius		= 300
    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Creation time: st 23.5.2018 00:10:31.410 - Created with UnCodeX