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# TribesGUI.TribesInventoryCharacter

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    class TribesInventoryCharacter extends Engine.Actor;

    var InventoryStationAccess.InventoryStationLoadout currentLoadout;

    var name						jetpackBone;
    var Jetpack						jetpack;

    var name						packLeftBone;
    var name						packRightBone;
    var StaticMeshAttachment		leftPack;
    var StaticMeshAttachment		rightPack;

    var name						weaponBone;
    var StaticMeshAttachment		weapon;

    simulated function Destroyed()
    {
    	super.Destroyed();

    	if(jetpack != None)
    	{
    		jetpack.Destroy();
    		jetPack = None;
    	}

    	if(leftPack != None)
    	{
    		leftPack.Destroy();
    		leftPack = None;
    	}
    	if(rightPack != None)
    	{
    		rightPack.Destroy();
    		rightPack = None;
    	}

    	if(weapon != None)
    	{
    		weapon.Destroy();
    		weapon = None;
    	}
    }

    function UpdateSkin(class<SkinInfo> newSkin)
    {
    	if(newSkin == None)
    		return;

    	newSkin.static.applyToCharacter(self);
    	if(jetPack != None)
    		newSkin.static.applyToJetpack(jetPack);
    }

    simulated function UpdateLoadout(InventoryStationAccess.InventoryStationLoadout newLoadout, TeamInfo team, bool bIsFemale)
    {
    	local Jetpack	newJetpack;
    	local Mesh		newMesh;
    	local bool		bNeedsWeaponSwitch;

    	// change to selected armour if armour is different
    	if(newLoadout.role.combatRoleClass != currentLoadout.role.combatRoleClass)
    	{
    		// change mesh
    		newMesh = team.getMeshForRole(newLoadout.role.combatRoleClass, bIsFemale);
    		if(newMesh != None)
    			LinkMesh(newMesh);

    		// change jetpack mesh
    		newJetpack = team.getJetpackForRole(self, newLoadout.role.combatRoleClass, bIsFemale);
    		if(jetpack != None)
    		{
    			jetpack.destroy();
    			jetpack = None;
    		}

    		if(newJetpack != None)
    		{
    			jetpack = newJetpack;
    			attachToBone(jetpack, jetpackBone);
    		}

    		bNeedsWeaponSwitch = true;
    	}

    	bNeedsWeaponSwitch = bNeedsWeaponSwitch ||
    						(currentLoadout.weapons[currentLoadout.activeWeaponSlot].weaponClass !=
    						newLoadout.weapons[newLoadout.activeWeaponSlot].weaponClass);

    	// change to selected pack
    	if(currentLoadout.pack.packClass != newLoadout.pack.packClass)
    	{
    		// destroy the packs first
    		if(leftPack != None)
    		{
    			leftPack.destroy();
    			leftPack = None;
    		}
    		if(rightPack != None)
    		{
    			rightPack.destroy();
    			rightPack = None;
    		}

    		if(newLoadout.pack.packClass != None && newLoadout.pack.packClass.default.thirdPersonMesh != None)
    		{
    			// add the left pack
    			leftPack = new class'StaticMeshAttachment';
    			leftPack.SetStaticMesh(newLoadout.pack.packClass.default.thirdPersonMesh);
    			attachToBone(leftPack, packLeftBone);

    			// add the right pack
    			rightPack = new class'StaticMeshAttachment';
    			rightPack.SetStaticMesh(newLoadout.pack.packClass.default.thirdPersonMesh);
    			attachToBone(rightPack, packRightBone);
    		}
    	}

    	// set the current loadout
    	currentLoadout = newLoadout;

    	// attach the selected weapon
    	if(bNeedsWeaponSwitch && weapon == None)
    		SetHeldWeapon(newLoadout.weapons[newLoadout.activeWeaponSlot].weaponClass);
    }

    function SetHeldWeapon(class<Weapon> weaponClass)
    {
    	if(currentLoadout.role.combatRoleClass == None ||
    	   currentLoadout.role.combatRoleClass.default.armorClass == None)
    			return;

    	if(weapon != None)
    	{
    		weapon.Destroy();
    		weapon = None;
    	}

    	weapon = new class'StaticMeshAttachment';
    	if(weaponClass == None)
    		weapon.SetStaticMesh(None);
    	else if(currentLoadout.role.combatRoleClass.default.armorClass.static.useAlternateWeaponMesh())
    		weapon.SetStaticMesh(weaponClass.default.thirdPersonAltStaticMesh);
    	else
    		weapon.SetStaticMesh(weaponClass.default.thirdPersonStaticMesh);
    	attachToBone(weapon, weaponBone);
    	weapon.SetRelativeLocation(weaponClass.default.thirdPersonAttachmentOffset);
    }

    defaultproperties
    {
    	DrawType		= DT_Mesh
    	RemoteRole		= None

    	packLeftBone	= packLeft
    	packRightBone	= packRight
    	jetpackBone		= jetpack
    	weaponBone		= weapon

    }

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Class file time: st 16.4.2014 10:20:44.000 - Creation time: st 23.5.2018 00:10:48.385 - Created with UnCodeX