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# Gameplay.InventoryStationAccess

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    class InventoryStationAccess extends BaseDeviceAccess
    	notplaceable
    	dependsOn(CustomPlayerLoadout);

    /// 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
    ///												clientFinishInventoryStationAccess (see above).

    var private InventoryStationAccessControl accessControl;

    var(InventoryStationAccess) float	healRateHealthFractionPerSecond	"Heal rate for the health injection";
    var(InventoryStationAccess) bool	bCanUseCustomLoadouts			"Whether this station allows users to utilise custom loadouts";
    var(InventoryStationAccess) bool	bAutoFillWeapons				"Whether to fill out the weapons array automatically";
    var(InventoryStationAccess) bool	bAutoFillPacks					"Whether to fill out the packs array automatically";
    var(InventoryStationAccess) bool	bAutoFillCombatRoles			"Whether to fill out the combat roles array automatically";
    var(InventoryStationAccess) bool	bAutoConfigGrenades				"Whether to set the grenades class automatically";
    var(InventoryStationAccess) bool	bInventoryTutorial				"Is this inventory station in tutorial mode";
    var(InventoryStationAccess) int		NumFallbackWeapons				"Number of fall back weapons for the station (At the start of the weapons array)";
    var(InventorystationAccess) bool	bDispenseGrenades				"Whether this station dispenses grenades";

    var Character	currentUser;
    var float		percentageHealth;
    var vector		userPosition;
    var bool		bWaitingForAccess;
    var const int	maxWeapons;

    struct InventoryStationCombatRole
    {
    	var () class<CombatRole> combatRoleClass;
    	var () bool bEnabled;
    };

    struct InventoryStationPack
    {
    	var() class<Pack>	packClass;
    	var() bool			bEnabled;
    };

    struct InventoryStationWeapon
    {
    	var() class<Weapon>	weaponClass;
    	var() bool			bEnabled;
    };

    struct InventoryStationGrenades
    {
    	var() class<HandGrenade>	grenadeClass;
    	var() bool					bEnabled;
    };

    struct InventoryStationLoadout
    {
    	var InventoryStationCombatRole		role;
    	var InventoryStationWeapon			weapons[10];
    	var int								activeWeaponSlot;
    	var InventoryStationPack			pack;
    	var InventoryStationGrenades		grenades;
    	var bool							NoLoadout;
    	var string							userSkin;
    };

    var(InventoryStationAccess) Array<InventoryStationCombatRole>	roles;
    var(InventoryStationAccess) Array<InventoryStationWeapon>		weapons;
    var(InventoryStationAccess) Array<InventoryStationPack>			packs;
    var(InventoryStationAccess) Array<InventoryStationLoadout>		loadouts;
    var(InventoryStationAccess) InventoryStationGrenades			grenades;
    var(InventoryStationAccess) int									defaultLoadoutIndex;

    replication
    {
    	reliable if (Role == ROLE_Authority)
    		accessControl;
    }

    simulated function UpdatePrecacheRenderData()
    {
    	local int i;

    	Super.UpdatePrecacheRenderData();

    	// precache weapons
    	for (i = 0; i < weapons.Length; ++i)
    	{
    		if (weapons[i].bEnabled)
    			class'Weapon'.static.PrecacheWeaponRenderData(Level, weapons[i].weaponClass);
    	}
    }

    // checks if a role is available by its FULL class name
    simulated function bool IsRoleAvailable(String roleClassName)
    {
    	local int i;

    	for(i = 0; i < roles.Length; ++i)
    	{
    		if(roleClassName ~= (roles[i].combatRoleClass.Outer.Name $"." $roles[i].combatRoleClass.Name) && roles[i].bEnabled)
    			return true;
    	}

    	return false;
    }

    function InventoryStationAccess getCorrespondingInventoryStation()
    {
    	return self;
    }

    simulated function int getNumberLoadouts()
    {
    	return loadouts.Length;
    }

    simulated function InventoryStationLoadout getLoadout(int loadoutIndex)
    {
    	return loadouts[loadoutIndex];
    }

    simulated function InventoryStationLoadout getDefaultLoadout()
    {
    	return loadouts[defaultLoadoutIndex];
    }

    simulated function clientSetupInventoryStation(Character user)
    {
    	local int i;
    	local InventoryStationWeapon w;
    	local InventoryStationPack p;
    	local InventoryStationCombatRole newRole;

    	currentUser = user;
    	if(currentUser != None)
    		percentageHealth = FClamp(currentUser.health / currentUser.healthMaximum, 0.0, 1.0);
    	else
    		percentageHealth = 1.0;

    	//================================
    	// Auto Fill debug - fill out arrays

    	if(bAutoFillWeapons)
    	{
    		w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponSpinfusor", class'class'));
    		w.bEnabled = true;
    		weapons[0] = w;

    		w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponChaingun", class'class'));
    		w.bEnabled = true;
    		weapons[1] = w;

    		w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponBlaster", class'class'));
    		w.bEnabled = true;
    		weapons[2] = w;

    		w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponGrenadeLauncher", class'class'));
    		w.bEnabled = true;
    		weapons[3] = w;

    		w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponSniperRifle", class'class'));
    		w.bEnabled = true;
    		weapons[4] = w;

    		w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponMortar", class'class'));
    		w.bEnabled = true;
    		weapons[5] = w;

    		w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponRocketPod", class'class'));
    		w.bEnabled = true;
    		weapons[6] = w;

    		w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponBuckler", class'class'));
    		w.bEnabled = true;
    		weapons[7] = w;

    		w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponBurner", class'class'));
    		w.bEnabled = true;
    		weapons[8] = w;

    		w.weaponClass = class<Weapon>(DynamicLoadObject("EquipmentClasses.WeaponGrappler", class'class'));
    		w.bEnabled = true;
    		weapons[9] = w;
    	}

    	if(bAutoFillPacks)
    	{
    		p.packClass = class<Pack>(DynamicLoadObject("EquipmentClasses.PackSpeed", class'class'));
    		p.bEnabled = true;
    		packs[0] = p;

    		p.packClass = class<Pack>(DynamicLoadObject("EquipmentClasses.PackRepair", class'class'));
    		p.bEnabled = true;
    		packs[1] = p;

    		p.packClass = class<Pack>(DynamicLoadObject("EquipmentClasses.PackEnergy", class'class'));
    		p.bEnabled = true;
    		packs[2] = p;

    		p.packClass = class<Pack>(DynamicLoadObject("EquipmentClasses.PackShield", class'class'));
    		p.bEnabled = true;
    		packs[3] = p;
    	}

    	if(bAutoConfigGrenades)
    	{
    		grenades.grenadeClass = class<HandGrenade>(DynamicLoadObject("EquipmentClasses.WeaponHandGrenade", class'class'));
    		grenades.bEnabled = true;
    	}
    	//================================

    	// fill out the roles array with team data
    	if(bAutoFillCombatRoles && currentUser != None)
    	{
    		for(i = 0; i < currentUser.team().combatRoleData.Length; ++i)
    		{
    			newRole.combatRoleClass = currentUser.team().combatRoleData[i].role;
    			newRole.bEnabled = true;
    			roles[i] = newRole;
    		}
    	}
    }

    function bool CanBeUsedBy(Pawn user)
    {
    	local Character characterUser;
    	local PlayerCharacterController playerController;

    	playerController = PlayerCharacterController(user.controller);

    	characterUser = Character(user);

    	// do nothing if used by non-character
    	if (characterUser == None)
    		return false;

    	// do nothing if no player controller
    	if (playerController == None)
    		return false;

    	// if an enemy do nothing
    	if (!accessControl.isOnCharactersTeam(characterUser))
    		return false;

    	// if user is currently using inventory station have user exit
    	if (user == currentUser)
    		return false;

    	// do nothing if inventory station is currently begin used
    	if (currentUser != None)
    		return false;

    	// do nothing if inventory station is not functional
    	if (!accessControl.isFunctional())
    		return false;

    	return true;
    }

    function initialise(InventoryStationAccessControl newAccessControl)
    {
    	accessControl = newAccessControl;
    }

    simulated function InventoryStationLoadout GetCurrentUserLoadout()
    {
    	local InventoryStationLoadout currentLoadout;
    	local Equipment nextEquipment;
    	local int i;

    	// combat role
    	if(currentUser.combatRole == None)
    	{
    		// could be single player game, no combat role.
    		// We should set one here in case
    		for(i = 0; i < currentUser.team().combatRoleData.Length; ++i)
    		{
    			if(currentUser.team().combatRoleData[i].role.default.armorClass == currentUser.armorClass)
    			{
    				currentUser.combatRole = currentUser.team().combatRoleData[i].role;
    				break;
    			}
    		}
    	}

    	if(currentUser.combatRole != None)
    	{
    		currentLoadout.role.combatRoleClass = currentUser.combatRole;
    	}
    	else
    	{
    		currentLoadout.NoLoadout = true;
    		return currentLoadout;
    	}

    	// skin
    	currentLoadout.userSkin = PlayerCharacterController(currentUser.controller).getSkinPreference(currentUser.Mesh);

    	// weapons
    	if (!accessControl.getCurrentLoadoutWeapons(currentLoadout, currentUser))
    	{
    		for(i = 0; i < 10; ++i)
    			currentLoadout.weapons[i].weaponClass = None;

    		for (i = 0; i < class'Character'.const.NUM_WEAPON_SLOTS; ++i)
    			if (currentUser.weaponSlots[i] != None)
    				currentLoadout.weapons[i].weaponClass = currentUser.weaponSlots[i].class;
    	}

    	// pack
    	nextEquipment = currentUser.nextEquipment(None, class'Gameplay.Pack');
    	if(nextEquipment != None)
    		currentLoadout.pack.packClass = class<Pack>(nextEquipment.class);

    	// grenades
    	nextEquipment = HandGrenade(currentUser.altWeapon);
    	if(nextEquipment != None)
    		currentLoadout.grenades.grenadeClass = class<HandGrenade>(nextEquipment.class);

    	return currentLoadout;
    }

    /// Called on server when user presses use key in vicinity of inventory station.
    function UsedBy(Pawn user)
    {
    	local Character characterUser;
    	local bool result;

    	if (!accessControl.directUsage())
    		return;

    	characterUser = Character(user);

    	// do nothing if used by non-character
    	if (characterUser == None)
    		return;

    	result = usedByProcessing(characterUser);

    	// only super if actually using
    	if (result)
    	{
    		super.UsedBy(user);
    		characterUser.unifiedSetVelocity(Vect(0, 0, 0));
    	}
    }

    // Does processing associated with a character using the inventory station. May be called directly.
    function bool usedByProcessing(Character user)
    {
    	local PlayerCharacterController playerController;

    	playerController = PlayerCharacterController(user.controller);

    	// do nothing if no player controller
    	if (playerController == None)
    		return false;

    	// if an enemy do nothing
    	if (!accessControl.isOnCharactersTeam(user))
    	{
    		log("Attempted To Use Enemy Inventory Station");
    		return false;
    	}

    	// if user is currently using inventory station have user exit
    	if (user == currentUser)
    	{
    		clientTerminateCharacterAccess(currentUser);
    		return false;
    	}

    	// do nothing if inventory station is currently being used
    	if (currentUser != None)
    	{
    		log("INVENTORY STATION ALREADY BEING USED");
    		return false;
    	}

    	// do nothing if inventory station is not functional
    	if (!accessControl.isFunctional())
    	{
    		log("INVENTORY STATION CANNOT BE ACCESSED");
    		return false;
    	}

    	currentUser = user;

    	// register interest to access inventory station
    	accessControl.accessRequired(user, self, currentUser.armorClass.default.heightIndex);
    	bWaitingForAccess = true;

    	// store use position
    	userPosition = currentUser.location;

    	// check if access can begin immediately
    	if (accessControl.isAccessible(currentUser))
    	{
    		characterAccess();
    		bWaitingForAccess = false;
    	}
    	else
    	{
    		playerController.GotoState('PlayerWaitingInventoryStation');
    		playerController.clientInventoryStationWait();
    	}

    	return true;
    }

    function tick(float deltaSeconds)
    {
    	local bool isTouching;
    	local Actor touchingTest;

    	Super.tick(deltaSeconds);

    	// if there is no access control, then just return
    	if(accessControl == None)
    		return;

    	// bWaitingForAccess should never be true when currentUser is None
    	if (bWaitingForAccess && currentUser == None)
    		bWaitingForAccess = false;

    	// check if access can begin
    	if (bWaitingForAccess && accessControl.isAccessible(currentUser))
    	{
    		characterAccess();
    		bWaitingForAccess = false;
    		return;
    	}

    	// check if access must be terminated
    	if (currentUser != None && !accessControl.isFunctional())
    	{
    		PlayerCharacterController(currentUser.Controller).serverTerminateInventoryStationAccess();
    		return;
    	}

    	// check if user has been blown off inventory station
    	if (accessControl.directUsage() && currentUser != None)
    	{
    		isTouching = false;
    		foreach touchingActors(class'Actor', touchingTest)
    			if (touchingTest == currentUser)
    				isTouching = true;
    		if (!isTouching)
    		{
    			serverTerminateCharacterAccess();

    			// ... inform access control so as user will be removed from queue
    			if (bWaitingForAccess)
    				accessControl.accessNoLongerRequired(currentUser);

    			currentUser = None;
    			bWaitingForAccess = false;
    			return;
    		}
    	}

    	// Why not just apply an injection when the user enters?

    	// while current user is actually using inventory station regenerate health
    /*	if (currentUser != None && PlayerCharacterController(currentUser.Controller).isInState(
    				'PlayerUsingInventoryStation'))
    	{
    		currentUser.increaseHealth(deltaSeconds * healRateHealthPerSecond);
    	}
    */
    }

    /// Grants inventory station access to a user. Called on server.
    function characterAccess()
    {
    	local PlayerCharacterController playerController;

    	if (bDeleteMe)
    		return;

    	playerController = PlayerCharacterController(currentUser.controller);

    	// do nothing if no player controller
    	if (playerController == None)
    		return;

    	playerController.inventoryStation = self;

    	playerController.clientInventoryStationAccess(self);

    	playerController.GotoState('PlayerUsingInventoryStation');

    	// stop any previous health injections
    	currentUser.stopHealthInjection();
    	// and start an all new one! This uses a really big amount to
    	// account for hte fact that the user can change armor and we want
    	// it to fill all the way up.
    	currentUser.healthInjection(healRateHealthFractionPerSecond * currentUser.healthMaximum, 500);
    }

    /// Does processing assocaited with a character actually electing to finish usage of an inventory station.
    /// Called on client from Inventory Station user interface.
    simulated function finishCharacterAccess(InventoryStationLoadout selectedLoadout)
    {
    	local PlayerCharacterController playerController;
    	local Character cachedUser;

    	playerController = PlayerCharacterController(currentUser.controller);

    	// do nothing if no player controller
    	if (playerController == None)
    		return;

    	cachedUser = currentUser;

    	playerController.serverFinishInventoryStationAccess(
    			self,
    			selectedLoadout.role.combatRoleClass,
    			selectedLoadout.userSkin,
    			selectedLoadOut.activeWeaponSlot,
    			selectedLoadOut.pack.packClass,
    			selectedLoadOut.grenades.grenadeClass,
    			selectedLoadout.weapons[0].weaponClass,
    			selectedLoadout.weapons[1].weaponClass,
    			selectedLoadout.weapons[2].weaponClass,
    			selectedLoadout.weapons[3].weaponClass,
    			selectedLoadout.weapons[4].weaponClass,
    			selectedLoadout.weapons[5].weaponClass,
    			selectedLoadout.weapons[6].weaponClass,
    			selectedLoadout.weapons[7].weaponClass,
    			selectedLoadout.weapons[8].weaponClass,
    			selectedLoadout.weapons[9].weaponClass);

    	// current user may or may not be None here

    	clientTerminateCharacterAccess(cachedUser);

    	currentUser = None;
    }

    /// Called on the server from the server. Applies selected loadout to user. If returnToUsualMovment is true the character shall go back
    /// to the usual movement state.
    function serverFinishCharacterAccess(InventoryStationLoadout selectedLoadout, bool returnToUsualMovment, optional Character user)
    {
    	local class<CombatRole> newCombatRoleClass;
    	local Mesh newMesh;
    	local Jetpack jetpack;
    	local Mesh armsMesh;
    	local float temporaryHealth;

    	local vector originalLocation;
    	local float originalHeight;
    	local vector originalOrigin;

    //	local vector newLocation;

    	local Equipment workEquipment;
    	local Equipment newEquipment;
    	local Weapon newWeapon;
    	local HandGrenade newGrenades;

    	local class<Gameplay.Weapon> workWeaponClass;
    	local class<Gameplay.Pack> workPackClass;

    	local int numHealthKits, maxHealthKits;
    	local class<Consumable> healthKitClass;

    	local bool bIsFemale;
    	local int i;
    	local bool armorEnabled;

    	local PlayerCharacterController playerController;

    	if(user != None)
    		currentUser = user;

    	if(currentUser == None)
    	{
    		Warn("currentUser was None in serverFinishCharacterAccess on '"$self $"' (user='" $user $"', returnToUsualMovment='" $returnToUsualMovment $"')");
    		//
    		// try and exit anyway, but there is no point in carrying on with this function:
    		// without a PlayerController & Character there is nothing we can do.
    		//
    		accessControl.accessFinished(None, returnToUsualMovment);
    		return;
    	}

    	// if the user has selected armor of their existing type, then they can have it
    	// otherwise, we need to validate that this armor is enabled in this access.
    	if(selectedLoadout.role.combatRoleClass.default.armorClass == currentUser.armorClass)
    	{
    		armorEnabled = true;
    	}
    	else
    	{
    		armorEnabled = false;
    		for(i = 0; i < roles.Length; ++i)
    		{
    			if(selectedLoadout.role.combatRoleClass.default.armorClass == roles[i].combatRoleClass.default.ArmorClass && roles[i].bEnabled)
    				armorEnabled = true;
    		}
    	}

    	if(! armorEnabled)
    	{
    		LOG("User attempted to select an armor class which was unavailable: Reverting to previous armor.");
    		accessControl.accessFinished(None, returnToUsualMovment);
    		return;
    	}

    	playerController = PlayerCharacterController(currentUser.controller);

    	if(playerController.IsSinglePlayer())
    		bIsFemale = currentUser.bIsFemale;
    	else
    		bIsFemale = playerController.PlayerReplicationInfo.bIsFemale;

    	accessControl.accessFinished(currentUser, returnToUsualMovment);

    	accessControl.changeApplied(self);

    	percentageHealth = FClamp(currentUser.health / currentUser.healthMaximum, 0.0, 1.0);

    	// change to selected pack

    	// ... delete pack (should only be one)
    	workEquipment = currentUser.nextEquipment(None, class'Gameplay.Pack');
    	while (workEquipment != None)
    	{
    		currentUser.removeEquipment(workEquipment);
    		workEquipment.destroy();
    		workEquipment = currentUser.nextEquipment(None, class'Gameplay.Pack');
    	}

    	// ... add new pack
    	workPackClass = selectedLoadout.pack.packClass;
    	if (workPackClass != None)
    		currentUser.newPack(workPackClass);

    	// ... charge pack
    	if (currentUser.pack != None)
    		currentUser.pack.setCharged();

    	// change to selected armour if armour is different
    	newCombatRoleClass = selectedLoadout.role.combatRoleClass;
    	if (selectedLoadout.role.combatRoleClass.default.armorClass != currentUser.armorClass)
    	{
    		originalOrigin = currentUser.getMeshOrigin();
    		originalLocation = currentUser.location;
    		originalHeight = currentUser.collisionHeight;

    		// ... change armour (do not add additional health)
    		temporaryHealth = currentUser.health;
    		currentUser.combatRole = newCombatRoleClass;

    		newCombatRoleClass.default.armorClass.static.equip(currentUser);
    		// apply the health modifier
    		if(SinglePlayerCharacter(currentUser) != None)
    		{
    			currentUser.healthMaximum *= SinglePlayerCharacter(currentUser).healthModifier;
    			if(currentUser.bApplyHealthFilter)
    				currentUser.healthMaximum *= SinglePlayerGameInfo(currentUser.Level.Game).difficultyMods[TribesGUIControllerBase(PlayerController(currentUser.Controller).Player.GUIController).GuiConfig.CurrentCampaign.selectedDifficulty].playerHealthMultiplier;
    		}
    		if (temporaryHealth > currentUser.healthMaximum)
    			temporaryHealth = currentUser.healthMaximum;
    		currentUser.health = temporaryHealth;

    		// ... change mesh
    		newMesh = currentUser.team().getMeshForRole(newCombatRoleClass, bIsFemale);
    		if (newMesh != None)
    			currentUser.LinkMesh(newMesh);
    		else
    			log("InventoryStationAccess: No mesh defined for combat role "$newCombatRoleClass$", team "$
    					currentUser.team()$ ", bIsFemale "$ bIsFemale);

    /*		// ... move character to correct height
    		newLocation = originalLocation - originalOrigin;
    		newLocation.z = newLocation.z - originalHeight + currentUser.collisionHeight;
    		newLocation += currentUser.getMeshOrigin();
    		currentUser.unifiedSetPosition(newLocation);
    */
    		// ... change jetpack mesh
    		jetpack = currentUser.team().getJetpackForRole(currentUser, newCombatRoleClass, bIsFemale);
    		currentUser.setJetpack(jetpack);

    		// ... change arms mesh
    		armsMesh = currentUser.team().getArmsMeshForRole(newCombatRoleClass);
    		currentUser.setArmsMesh(armsMesh);
    	}

    	// change to selected weapons

    	// ... delete all current weapons
    	workEquipment = currentUser.nextEquipment(None, class'Gameplay.Weapon');
    	while (workEquipment != None)
    	{
    		if (currentUser.Weapon == workEquipment)
    			currentUser.weapon = None;

    		currentUser.removeEquipment(workEquipment);
    		workEquipment.destroy();

    		workEquipment = currentUser.nextEquipment(None, class'Gameplay.Weapon');
    	}

    	// ... add new weapons and set ammo counts to maximum allowed by loadout spec

    	for(i = 0; i < selectedLoadout.role.combatRoleClass.default.armorClass.default.maxCarriedWeapons; ++i)
    	{
    		// add each weapon
    		workWeaponClass = ValidateWeaponClass(selectedLoadout.weapons[i].weaponClass, newCombatRoleClass.default.armorClass);
    		if (workWeaponClass != None)
    		{
    			newEquipment = currentUser.newEquipment(workWeaponClass);

    			// apply pickup delay to prevent exploit of bypassing refire rate by constantly getting new loadouts
    			Weapon(newEquipment).applyPickupDelay();

    			// remember the first weapon
    			if (i == 0)
    			{
    				workEquipment = newEquipment;
    			}
    		}
    	}

    	// ... set all weapons to max ammo
    	newWeapon = Weapon(currentUser.nextEquipment(None, class'Weapon'));
    	while (newWeapon != None)
    	{
    		newWeapon.ammoCount = currentUser.getMaxAmmo(newWeapon.class);
    		newWeapon = Weapon(currentUser.nextEquipment(newWeapon, class'Weapon'));
    	}

    	// ... select first weapon
    	if (workEquipment != None)
    		currentUser.motor.setWeapon(Weapon(workEquipment));
    	else
    		currentUser.motor.setWeapon(currentUser.fallbackWeapon);

    	// change to selected pack

    	// ... delete pack (should only be one)
    	workEquipment = currentUser.nextEquipment(None, class'Gameplay.Pack');
    	while (workEquipment != None)
    	{
    		currentUser.removeEquipment(workEquipment);
    		workEquipment.destroy();
    		workEquipment = currentUser.nextEquipment(None, class'Gameplay.Pack');
    	}

    	// ... add new pack
    	workPackClass = selectedLoadout.pack.packClass;
    	if (workPackClass != None)
    		currentUser.newPack(workPackClass);

    	// ... charge pack
    	if (currentUser.pack != None)
    		currentUser.pack.setCharged();

    	// Fill up on health kits
    	numHealthKits = currentUser.numHealthKitsCarried();
    	maxHealthKits = currentUser.armorClass.static.maxHealthKits();
    	healthKitClass = currentUser.armorClass.static.getHealthKitClass();

    	if (maxHealthKits != -1 && healthKitClass != None)
    		for(numHealthKits = numHealthKits; numHealthKits < maxHealthKits; ++numHealthKits)
    			currentUser.newEquipment(healthKitClass);
    	// add health kit if character does not have one
    	//if (bAutoFillHealthKits && currentUser.nextEquipment(None, currentUser.armorClass.static.getHealthKitClass()) == None)
    	//{
    	//	currentUser.newEquipment(currentUser.armorClass.static.getHealthKitClass());
    	//}

    	// take the grenades away from the user
    	if(currentUser.altWeapon != None)
    		currentUser.altWeapon.ammoCount = 0;

    	// give the user grenades
    	if(bDispenseGrenades)
    	{
    		if(selectedLoadout.grenades.grenadeClass != None)
    			newGrenades = currentUser.newGrenades(selectedLoadout.grenades.grenadeClass);
    		else if(grenades.bEnabled && grenades.grenadeClass != None)
    			newGrenades = currentUser.newGrenades(grenades.grenadeClass);

    		// apply pickup delay to prevent exploit of bypassing refire rate by constantly getting new loadouts
    		newGrenades.applyPickupDelay();
    	}

    	// give character full energy
    	currentUser.energy = currentUser.energyMaximum;

    	// we applied a health injection when the user enteres the station, and
    	// now we need to ensure that the remaining health injection will fill
    	// the user to full health:
    	currentUser.health = percentageHealth * currentUser.healthMaximum;
    	currentUser.StopHealthInjection();
    	currentUser.healthInjection(healRateHealthFractionPerSecond * currentUser.healthMaximum,
    			currentUser.healthMaximum - currentUser.health);

    	// change skin
    	playerController.clientSetSkinPreference(currentUser.Mesh, selectedLoadout.userSkin);
    	playerController.serverSetSkin(selectedLoadout.userSkin, currentUser.Mesh);
    	//currentUser.tribesReplicationInfo.userSkinName = selectedLoadout.userSkin;

    	if (returnToUsualMovment)
    		currentUser.Controller.GotoState('CharacterMovement');
    	else
    		currentUser.Controller.GotoState('');
    	currentUser.calculateExtents();
    	currentUser.Wake();

    	currentUser = None;
    }

    function serverTerminateCharacterAccess()
    {
    	// inform access control
    	if (bWaitingForAccess)
    		accessControl.accessNoLongerRequired(currentUser);
    	else
    		accessControl.accessFinished(currentUser, true);

    	// we applied a health injection when the user enteres the station, and
    	// now we need to ensure that the remaining health injection will fill
    	// the user to full health:
    	currentUser.StopHealthInjection();
    	currentUser.healthInjection(healRateHealthFractionPerSecond * currentUser.healthMaximum,
    		currentUser.healthMaximum - currentUser.health);

    	// update movement
    	currentUser.Controller.GotoState('CharacterMovement');
    	currentUser.calculateExtents();
    	currentUser.Wake();

    	// update properties
    	currentUser = None;
    	bWaitingForAccess = false;
    }

    // returns None if the weapon class is not allowed on the armor
    function class<Gameplay.Weapon> ValidateWeaponClass(class<Gameplay.Weapon> weaponClass, class<Gameplay.Armor> armorClass)
    {
    	local Equipment nextEquipment;

    	if (armorClass == None)
    	{
    		warn("armorClass is None");
    		return None;
    	}

    	if(weaponClass != None)
    	{
    		nextEquipment = currentUser.nextEquipment(None, weaponClass);
    		if(nextEquipment != None || ! armorClass.static.isWeaponAllowed(weaponClass))
    		{
    			log("LOOK AT YOU HACKER! PANTING AND SWEATING AS YOU TRY TO SELECT A WEAPON YOU ARE NOT ALLOWED TO HAVE!");
    			return None;
    		}
    	}

    	return weaponClass;
    }

    /// Abruptly forces character to finish using this inventory station. Called on server.
    simulated function clientTerminateCharacterAccess(Character user)
    {
    	local PlayerCharacterController playerController;

    	playerController = PlayerCharacterController(user.controller);

    	if(currentUser != None)
    		currentUser.stopHealthInjection();

    	// do nothing if no player controller
    	if (playerController == None)
    		return;

    	playerController.clientFinishInventoryStationAccess();
    }

    /// Returns the vehicle corresponding to this inventory station. Might be None.
    function Vehicle getVehicleBase()
    {
    	return Vehicle(accessControl);
    }

    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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Class file time: èt 7.10.2004 10:30:36.000 - Creation time: st 23.5.2018 00:10:44.721 - Created with UnCodeX