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# Gameplay.ResupplyStation

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    ///////////////////////////////////////////////////////////////////////////////
    //
    // Resupply Station
    //
    class ResupplyStation extends BaseDevice;

    //
    // Access point variables
    //
    var(ResupplyStation) float accessPointOffset	"Offset of the access area from the front of the Resupply station";
    var(ResupplyStation) float accessRadius			"Radius of the access area";
    var(ResupplyStation) float accessHeight			"Height of the access area";
    var(ResupplyStation) float healRateHealthFractionPerSecond;

    var(ResupplyStation) class<ResupplyStationAccess>	accessClass		"Access class to spawn";
    var(ResupplyStation) Name usageAnimationForCharacter "animation to play on a character that uses the station";
    var ResupplyStationAccess access;
    var Character currentUser;

    function PostBeginPlay()
    {
    	local Vector accessPointLocation;
    	local Vector xAxis, zAxis;

    	Super.PostBeginPlay();

    	// Place the access point in front of the resupply station (along the y axis)
    	GetAxes(rotation, xAxis, accessPointLocation, zAxis);
    	accessPointLocation *= accessPointOffset;
    	accessPointLocation += location;

    	// create the access point
    	access = spawn(accessClass, self, , accessPointLocation, Rotation);
    	access.setBase(self);
    	access.setCollision(true, false, false);
    	access.setCollisionSize(accessRadius, accessHeight);

    	// set self as access control
    	access.initialise(self);

    	// Update useable points array
    	UseablePoints[0] = access.GetUseablePoint();
    	UseablePointsValid[0] = UP_Valid;
    }

    function PlayUsageAnimation()
    {
    	if(! IsAnimating())
    		PlayAnim('Stand');
    }

    function bool isOnCharactersTeam(Character testCharacter)
    {
    	return isFriendly(testCharacter);
    }

    simulated function Tick(float Delta)
    {
    	super.Tick(Delta);

    	if (Level.NetMode != NM_Client)
    	{
    		if (currentUser != None)
    		{
    			if (currentUser.health >= currentUser.healthMaximum || !isFunctional())
    			{
    				access.unlockUser(currentUser);
    			}
    		}
    	}
    }

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

    	bReplicateAnimations = true

    	accessPointOffset	= 80
    	accessRadius		= 50
    	accessHeight		= 80
    	accessClass			= class'Gameplay.ResupplyStationAccess'

    	usageAnimationForCharacter = "Stand"

    	healRateHealthFractionPerSecond=0.04
    }

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Class file time: ne 5.9.2004 15:53:20.000 - Creation time: st 23.5.2018 00:10:46.762 - Created with UnCodeX