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# Gameplay.InventoryStationAccess

Extends
  BaseDeviceAccess
Modifiers
  notplaceable dependsOn ( CustomPlayerLoadout )

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Gameplay.UseableObject
          |
          +-- Gameplay.BaseDeviceAccess
             |
             +-- Gameplay.InventoryStationAccess

#### Direct Known Subclasses:

> InventoryStationStandaloneAccess

Variables Summary
InventoryStationAccessControl | accessControl
bool | bWaitingForAccess
Character | currentUser
int | maxWeapons
float | percentageHealth
vector | userPosition
InventoryStationAccess
bool | bAutoConfigGrenades
bool | bAutoFillCombatRoles
bool | bAutoFillPacks
bool | bAutoFillWeapons
bool | bCanUseCustomLoadouts
bool | bDispenseGrenades
bool | bInventoryTutorial
int | defaultLoadoutIndex
InventoryStationGrenades | grenades
float | healRateHealthFractionPerSecond
Array<InventoryStationLoadout> | loadouts
int | NumFallbackWeapons
Array<InventoryStationPack> | packs
Array<InventoryStationCombatRole> | roles
Array<InventoryStationWeapon> | weapons

Inherited Variables from Gameplay.BaseDeviceAccess
IsDisabledPrompt, PowerDownPrompt

Inherited Variables from Gameplay.UseableObject
bAlwaysUse, bDoNotPromptWhenNotUseable, markerOffset, priority, prompt

Structures Summary
InventoryStationCombatRole combatRoleClass, bEnabled
InventoryStationGrenades grenadeClass, bEnabled
InventoryStationLoadout role, weapons[10], activeWeaponSlot, pack, grenades, NoLoadout, userSkin
InventoryStationPack packClass, bEnabled
InventoryStationWeapon weaponClass, bEnabled

Functions Summary
| bool | CanBeUsedBy (Pawn user))
|  | characterAccess ()))
|  | clientSetupInventoryStation (Character user))
|  | clientTerminateCharacterAccess (Character user))
|  | finishCharacterAccess (InventoryStationLoadout selectedLoadout))
| InventoryStationAccess | getCorrespondingInventoryStation ()))
| InventoryStationLoadout | GetCurrentUserLoadout ()))
| InventoryStationLoadout | getDefaultLoadout ()))
| InventoryStationLoadout | getLoadout (int loadoutIndex))
| int | getNumberLoadouts ()))
| Vehicle | getVehicleBase ()))
|  | initialise (InventoryStationAccessControl newAccessControl))
| bool | IsRoleAvailable (String roleClassName))
|  | serverFinishCharacterAccess (InventoryStationLoadout selectedLoadout, bool returnToUsualMovment, optional Character user))
|  | serverTerminateCharacterAccess ()))
|  | tick (float deltaSeconds))
|  | UpdatePrecacheRenderData ()))
|  | UsedBy (Pawn user))
| bool | usedByProcessing (Character user))
| class<Gameplay.Weapon> | ValidateWeaponClass (class<Gameplay.Weapon> weaponClass, class<Gameplay.Armor> armorClass))

Inherited Functions from Gameplay.BaseDeviceAccess
GetPrompt, GetPromptIndex

Inherited Functions from Gameplay.UseableObject
CanBeUsedBy, getCorrespondingInventoryStation, GetPrompt, GetPromptDataClass, GetPromptIndex, GetUseablePoint, UsedBy

Variables Detail

#### accessControl Source code

var private InventoryStationAccessControl accessControl;

> // Inventory Station Protocol // // Server Client // // UsedBy: Player pressed used in vicinity // of Inventory Station. Registers players // desire to use inventory station. // // clientInventoryStationWait: Puts client into waiting state. // // Tick: Waits for inventory station to // become accessible and then calls // characterAccess. // // characterAccess: Puts user's Controller // into PlayerUsingInventoryStation state // and calls clientInventoryStationAccess on // user's Controller. // // clientInventoryStationAccess: Hides HUD and // displays Inventory Station UI. // // *** Player selects Loadout and eventually presses "Done". *** // // finishCharacterAccess: Called by UI. Calls // serverFinishInventoryStationAccess on user's Controller and // clientTerminateCharacterAccess. // // serverFinishInventoryStationAccess: clientTerminateCharacterAccess: Calls // Confirms user was actually using this clientFinishInventoryStationAccess on user's Controller. // Inventory Station. Puts user back into // default state and calls clientFinishInventoryStationAccess: Shows HUD and removes // serverFinishCharacterAccess. Inventory Station UI. // // serverFinishCharacterAccess: // Confirms validity of selected loadout // and applies it. // // ********************************************************************************************************* // // CASE INVENTORY STATION CEASES TO BE FUNCTIONAL WHILE BEING USED OR USER IS BLOWN OFF // // *** Termination Condition Activated *** // // Tick: Detects termination condition // and calls // serverTerminateInventoryStationAccess on // user's controller as a result. // // serverTerminateInventoryStationAccess: // call serverTerminateCharacterAccess and // clientTerminateInventoryStationAccess. // // serverTerminateCharacterAccess: // Puts user's controller into default // state. // // clientTerminateInventoryStationAccess: Calls

#### bWaitingForAccess Source code

var bool bWaitingForAccess;

#### currentUser Source code

var Character currentUser;

#### maxWeapons Source code

var const int maxWeapons;

#### percentageHealth Source code

var float percentageHealth;

#### userPosition Source code

var vector userPosition;

### InventoryStationAccess

#### bAutoConfigGrenades Source code

var(InventoryStationAccess) bool bAutoConfigGrenades;

> Whether to set the grenades class automatically

#### bAutoFillCombatRoles Source code

var(InventoryStationAccess) bool bAutoFillCombatRoles;

> Whether to fill out the combat roles array automatically

#### bAutoFillPacks Source code

var(InventoryStationAccess) bool bAutoFillPacks;

> Whether to fill out the packs array automatically

#### bAutoFillWeapons Source code

var(InventoryStationAccess) bool bAutoFillWeapons;

> Whether to fill out the weapons array automatically

#### bCanUseCustomLoadouts Source code

var(InventoryStationAccess) bool bCanUseCustomLoadouts;

> Whether this station allows users to utilise custom loadouts

#### bDispenseGrenades Source code

var(InventorystationAccess) bool bDispenseGrenades;

> Whether this station dispenses grenades

#### bInventoryTutorial Source code

var(InventoryStationAccess) bool bInventoryTutorial;

> Is this inventory station in tutorial mode

#### defaultLoadoutIndex Source code

var(InventoryStationAccess) int defaultLoadoutIndex;

#### grenades Source code

var(InventoryStationAccess) InventoryStationGrenades grenades;

#### healRateHealthFractionPerSecond Source code

var(InventoryStationAccess) float healRateHealthFractionPerSecond;

> Heal rate for the health injection

#### loadouts Source code

var(InventoryStationAccess) Array<InventoryStationLoadout> loadouts;

#### NumFallbackWeapons Source code

var(InventoryStationAccess) int NumFallbackWeapons;

> Number of fall back weapons for the station (At the start of the weapons array)

#### packs Source code

var(InventoryStationAccess) Array<InventoryStationPack> packs;

#### roles Source code

var(InventoryStationAccess) Array<InventoryStationCombatRole> roles;

#### weapons Source code

var(InventoryStationAccess) Array<InventoryStationWeapon> weapons;

Structures Detail

#### InventoryStationCombatRole Source code

struct InventoryStationCombatRole
{

> var(InventoryStationAccess) bool bEnabled;
> var(InventoryStationAccess) class<CombatRole> combatRoleClass;

};

#### InventoryStationGrenades Source code

struct InventoryStationGrenades
{

> var(InventoryStationAccess) bool bEnabled;
> var(InventoryStationAccess) class<HandGrenade> grenadeClass;

};

#### InventoryStationLoadout Source code

struct InventoryStationLoadout
{

> var int activeWeaponSlot;
> var InventoryStationGrenades grenades;
> var bool NoLoadout;
> var InventoryStationPack pack;
> var InventoryStationCombatRole role;
> var string userSkin;
> var InventoryStationWeapon weapons[10];

};

#### InventoryStationPack Source code

struct InventoryStationPack
{

> var(InventoryStationAccess) bool bEnabled;
> var(InventoryStationAccess) class<Pack> packClass;

};

#### InventoryStationWeapon Source code

struct InventoryStationWeapon
{

> var(InventoryStationAccess) bool bEnabled;
> var(InventoryStationAccess) class<Weapon> weaponClass;

};

Functions Detail

#### CanBeUsedBy Source code

function bool CanBeUsedBy ( Pawn user) )

#### characterAccess Source code

function characterAccess ( ) )

> // Grants inventory station access to a user. Called on server.

#### clientSetupInventoryStation Source code

simulated function clientSetupInventoryStation ( Character user) )

#### clientTerminateCharacterAccess Source code

simulated function clientTerminateCharacterAccess ( Character user) )

> // Abruptly forces character to finish using this inventory station. Called on server.

#### finishCharacterAccess Source code

simulated function finishCharacterAccess ( InventoryStationLoadout selectedLoadout) )

> // Does processing assocaited with a character actually electing to finish usage of an inventory station.

#### getCorrespondingInventoryStation Source code

function InventoryStationAccess getCorrespondingInventoryStation ( ) )

#### GetCurrentUserLoadout Source code

simulated function InventoryStationLoadout GetCurrentUserLoadout ( ) )

#### getDefaultLoadout Source code

simulated function InventoryStationLoadout getDefaultLoadout ( ) )

#### getLoadout Source code

simulated function InventoryStationLoadout getLoadout ( int loadoutIndex) )

#### getNumberLoadouts Source code

simulated function int getNumberLoadouts ( ) )

#### getVehicleBase Source code

function Vehicle getVehicleBase ( ) )

> // Returns the vehicle corresponding to this inventory station. Might be None.

#### initialise Source code

function initialise ( InventoryStationAccessControl newAccessControl) )

#### IsRoleAvailable Source code

simulated function bool IsRoleAvailable ( String roleClassName) )

#### serverFinishCharacterAccess Source code

function serverFinishCharacterAccess ( InventoryStationLoadout selectedLoadout, bool returnToUsualMovment, optional Character user) )

> // Called on the server from the server. Applies selected loadout to user. If returnToUsualMovment is true the character shall go back

#### serverTerminateCharacterAccess Source code

function serverTerminateCharacterAccess ( ) )

#### tick Source code

function tick ( float deltaSeconds) )

#### UpdatePrecacheRenderData Source code

simulated function UpdatePrecacheRenderData ( ) )

#### UsedBy Source code

function UsedBy ( Pawn user) )

> // Called on server when user presses use key in vicinity of inventory station.

#### usedByProcessing Source code

function bool usedByProcessing ( Character user) )

#### ValidateWeaponClass Source code

function class<Gameplay.Weapon> ValidateWeaponClass ( class<Gameplay.Weapon> weaponClass, class<Gameplay.Armor> armorClass) )

Defaultproperties

    defaultproperties
    {
    	DrawType = DT_None
    	bHidden = false

    	bAlwaysRelevant = false

    	bHardAttach=true
    	bCollideActors=false
    	CollisionRadius=+0080.000000
    	CollisionHeight=+0100.000000
    	bCollideWhenPlacing=false
    	bOnlyAffectPawns=true

    	RemoteRole=ROLE_SimulatedProxy

    	bWaitingForAccess=false

    	healRateHealthFractionPerSecond=0.04

    	bAutoFillCombatRoles	= true
    	bAutoFillWeapons		= true
    	bAutoFillPacks			= true
    	bAutoConfigGrenades		= true
    	bCanUseCustomLoadouts	= true

    	bDispenseGrenades = true

    	maxWeapons = 10
    	numFallbackWeapons = 1;

    	prompt = "Press '%1' to enter the Inventory Station"
    	markerOffset = (X=0,Y=-80,Z=0)
    }

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Creation time: st 23.5.2018 00:10:31.422 - Created with UnCodeX