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# Gameplay.InventoryStationPlatform

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    class InventoryStationPlatform extends Engine.Actor
    	native;

    cpptext
    {
    	virtual UMaterial* GetSkin( INT Index );

    	virtual void PostRenderCallback(UBOOL InMainScene);
    }

    var InventoryStation ownerInventoryStation;

    function PostBeginPlay()
    {
    	super.PostBeginPlay();

    	// Base is set to the owner inventory station in UnrealEd so simply grab from Base value
    	ownerInventoryStation = InventoryStation(Base);
    	if (ownerInventoryStation == None)
    		warn(self @ "is not based on an inventory station");
    }

    function PostTakeDamage(float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor)
    {
    	// forward to owner inventory station
    	if (ownerInventoryStation != None)
    		ownerInventoryStation.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType);
    }

    simulated function Actor getHurtRadiusParent()
    {
    	return ownerInventoryStation;
    }

    defaultProperties
    {
    	Mesh			= SkeletalMesh'BaseObjects.InventoryStationBase'
    	DrawType		= DT_Mesh

    	bLockLocation	= true

    	bNetInitialRotation	= true
    	bAlwaysRelevant = true
    	bReplicateMovement = false
    	bAcceptsProjectors = false
    	bNeedPostRenderCallback = true

    	bCollideActors = true
    	bBlockPlayers = true
    	bBlockActors = true

    	RemoteRole = ROLE_SimulatedProxy

    	bProjTarget = true
    }

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Class file time: ne 5.9.2004 15:53:20.000 - Creation time: st 23.5.2018 00:10:44.760 - Created with UnCodeX