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# Gameplay.InventoryStationAccessControl

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    interface InventoryStationAccessControl
    	dependsOn(InventoryStationAccess);

    function bool isOnCharactersTeam(Character testCharacter);

    /// Armor Index of 0 implies light, 1 medium and 2 heavy.
    function accessRequired(Character accessor, InventoryStationAccess access, int armorIndex);

    /// Character no longer requires inventory station access.
    /// Called after accessRequired but before isAccessible has returned true.
    function accessNoLongerRequired(Character accessor);

    /// Returns true if Inventory Station can be accessed by the specified character.
    /// Pre-Condition: a corresponding accessRequired call was made without a corresponding
    /// accessNoLongerRequired
    /// Pre-Condition: function is yet to return true (implies that after this function returns true it cannot
    /// be called again with the same character until another accessRequired call)
    function bool isAccessible(Character accessor);

    function bool isFunctional();

    function changeApplied(InventoryStationAccess access);

    function bool directUsage();

    function accessFinished(Character user, bool returnToUsualMovment);

    /// Provides an opportunity to set the weapons to be displayed on the interface. Return false top use the default behaviour.
    simulated function bool getCurrentLoadoutWeapons(out InventoryStationAccess.InventoryStationLoadout weaponLoadout, Character user);

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Class file time: ne 17.10.2004 13:29:10.000 - Creation time: st 23.5.2018 00:10:44.728 - Created with UnCodeX