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# Gameplay.DeployedInventoryStation

Extends
  BaseDevice
Modifiers
  implements InventoryStationAccessControl

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Engine.Pawn
          |
          +-- Gameplay.Rook
             |
             +-- Gameplay.BaseDevice
                |
                +-- Gameplay.DeployedInventoryStation

#### Direct Known Subclasses:

> tmodDeployedInventoryStation

Constants Summary

Inherited Contants from Gameplay.Rook
DAMAGE_OVERKILL, MAX_USEABLE_POINTS, N_PAST_POSITIONS

Variables Summary
InventoryStationAccess | access
InventoryStation
class<InventoryStationAccess> | accessClass
float | accessHeight
float | accessRadius

Inherited Variables from Gameplay.BaseDevice
baseDeviceMessageClass, bCurrentlyDeploying, bHasOpenAnim, bInitialization, bLoopSavedAnim, bPowered, bWasDeployed, damagedHealthThreshold, deployer, DestroyedDiffuse, destroyedExplosionClass, functionalHealthThreshold, lastAttacker, lastOfflineTime, lastOnlineTime, lastUnderAttackTime, localizedName, m_bSwitchedOn, m_ownershipMaterialIdx, ownerBase, OWNERSHIP_MATERIAL_NOT_FOUND, OWNERSHIP_MATERIAL_UNDISCOVERED, savedAnim, secondaryBaseDeviceMessageClass

Inherited Variables from Gameplay.Rook
AI_LOD_ActivationDistance, AI_LOD_DeactivationDistance, AI_LOD_deactivation_exemption_ticks, AI_LOD_LevelMP, alertness, attacker, bAIThreat, bAlwaysMarked, bCanBeSensed, bCanRepair, bDeferredAICleanup, bIsDetectableByEnemies, bShowJSDebug, bShowLOADebug, bShowNavigationDebug, bShowSensingDebug, bShowSquadDebug, bShowTyrionCharacterDebug, bShowTyrionHeadDebug, bShowTyrionMovementDebug, bShowTyrionWeaponDebug, bUnobstructedLOF, bUseAlternateOwnershipMaterial, bUseAlternateSelfIllumMaterial, clientDamageComponentMask, componentBreakThreshold, damageComponentMask, damageComponents, desiredLocation, effectLogging, estLocation, expectedImpactTime, flameDamagePerSecond, flameDamageReductionPerSecond, flameDamageType, flameSource, grapplerRetentionScale, healthMaximum, hearing, hudType, lastDetectedTime, lastShotFiredTime, loaEndPoint, loaEndPoint2, loaHit, loaStartPoint, loaStartPoint2, logAlertnessChanges, loopingEffects, MaxShadowTraceDistance, mountAI, movementForce, m_lastTeam, m_localTeam, m_squad, m_team, pastPositionsIndex, pastPositionsTimeAccu, pastPositions[N_PAST_POSITIONS], PeripheralVisionZAngle, personalShield, personalShieldClass, playerControllerState, radarInfoClass, reactionDelay, reactionDelayMP, repairers, repDepLastRateAddition, repDepRepairRate, repPakLastRateAddition, repPakRepairRate, sensorUpdateFlag, ShadowLightDistance, shotAngularDeviation, shotAngularDeviationMP, shotLeadAbility, shotLeadAbilityMP, shotNotifier, SightRadiusToPlayer, teamDamagePercentage, teamSelfIllumSkinName, teamSpecificHavokCollisionFiltering, tickTime, tickTimeOrg, tickTimeUpdateRange, UseablePointsValid[MAX_USEABLE_POINTS], UseablePoints[MAX_USEABLE_POINTS], vehicleAI, vision, visionMemory

Enumerations Summary

Inherited Enumerations from Gameplay.Rook
AlertnessLevels, EUseablePointValid

Structures Summary

Inherited Structures from Gameplay.Rook
DamageComponent

Functions Summary
|  | accessFinished (Character user, bool returnToUsualMovment)
|  | accessNoLongerRequired (Character accessor)
|  | accessRequired (Character accessor, InventoryStationAccess access, int armorIndex)
|  | changeApplied (InventoryStationAccess access)
|  | destroyed ()))
| bool | directUsage ()))
| bool | getCurrentLoadoutWeapons (out InventoryStationAccess.InventoryStationLoadout weaponLoadout, Character user))
| bool | isAccessible (Character accessor))
| bool | isFunctional ()))
| bool | isOnCharactersTeam (Character testCharacter))
|  | PostBeginPlay ()))

Inherited Functions from Gameplay.BaseDevice
BeginState, CanBeUsedBy, CheckChangeState, classConstruct, construct, Died, dispatchDeathMessage, EndState, enumBaseInfo, GetDamageComponentThresholdRange, GetHumanReadableName, getTeamDamagePercentage, isActive, isAlive, isDamaged, isDamagedAtThreshold, isDisabled, isFunctional, isOpenedAnimPlaying, isPowered, latentBeginActive, latentExecuteActive, latentExecuteInitialization, LoopBDAnim, onTeamChange, PlayBDAnim, PlayDamagedDegeneratingEffects, PlayDamagedEnteredEffects, PlayDamagedExitedEffects, PostBeginPlay, PostLoadGame, PostTakeDamage, setHasPower, setSwitchedOn, Tick, unifiedAddImpulseAtPosition

Inherited Functions from Gameplay.Rook
activatePersonalShield, addRepairFromDeployable, addRepairFromPack, ApplyDamage, averageVelocity, breakDamageComponent, canBeRepairedBy, canBeSensed, CanBeUsedBy, ChunkUp, cleanupAI, cleanupDamageComponents, CleanupSensing, clientUpdateDamageComponents, createDamageComponent, CreateHearingNotifier, CreateShotNotifier, CreateVisionNotifier, damageComponentsOnDamage, damageComponentsOnIncreaseHealth, damageComponentsPostTakeDamage, deactivatePersonalShield, Destroyed, Died, displayActorLabel, displayEnemiesList, displayTyrionDebugHeader, displayWorldSpaceDebug, DrawVisionCone, EffectIsLooping, enumSquadInfo, enumTeamInfo, firingMotor, generateAISpeechEvents, getAlertnessLevel, getControllingCharacter, getControllingCharacterTeam, GetDamageComponentThresholdRange, getKillerLabel, GetObjectiveLocation, GetOverlayMaterial, GetRadarInfoClass, getTeamDamagePercentage, getTeamLabel, groundPredictedLocation, IncreaseHealth, isFriendly, IsInVisionCone, OnEffectInitialized, OnEffectStarted, OnEffectStopped, OnShotFired, onTeamChange, personalShieldActive, PlayEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PreBeginPlay, PrecacheDamageComponents, predictedLocation, ProcessBurnDamage, ProcessRepair, RegisterHearingNotification, RegisterShotNotification, RegisterVisionNotification, removeFlameDamage, removeRepairFromDeployable, removeRepairFromPack, resetPersonalShield, setAlertnessLevel, setLimitedTimeLODActivation, setSquad, setTeam, ShouldBeMarked, squad, squadCleanupOnDeath, StartLoopingEffect, StopEffect, StopLoopingEffect, team, UnregisterHearingNotification, UnregisterShotNotification, UnregisterVisionNotification, updateHavokCollisionFilter, updatePastPositions, UpdatePrecacheRenderData

Variables Detail

#### access Source code

var InventoryStationAccess access;

### InventoryStation

#### accessClass Source code

var(InventoryStation) class<InventoryStationAccess> accessClass;

#### accessHeight Source code

var(InventoryStation) float accessHeight;

#### accessRadius Source code

var(InventoryStation) float accessRadius;

Functions Detail

#### accessFinished Source code

function accessFinished ( Character user, bool returnToUsualMovment )

#### accessNoLongerRequired Source code

function accessNoLongerRequired ( Character accessor )

#### accessRequired Source code

function accessRequired ( Character accessor, InventoryStationAccess access, int armorIndex )

#### changeApplied Source code

function changeApplied ( InventoryStationAccess access )

#### destroyed Source code

simulated function destroyed ( ) )

#### directUsage Source code

function bool directUsage ( ) )

#### getCurrentLoadoutWeapons Source code

simulated function bool getCurrentLoadoutWeapons ( out InventoryStationAccess.InventoryStationLoadout weaponLoadout, Character user) )

#### isAccessible Source code

function bool isAccessible ( Character accessor) )

#### isFunctional Source code

function bool isFunctional ( ) )

#### isOnCharactersTeam Source code

function bool isOnCharactersTeam ( Character testCharacter) )

#### PostBeginPlay Source code

function PostBeginPlay ( ) )

Defaultproperties

    defaultproperties
    {
    	accessRadius	= 500
    	accessHeight	= 500
    	accessClass		= class'InventoryStationAccess'
    	bWasDeployed	= true
    	bNoDelete		= false
    	bIgnoreEncroachers = true
    	bIsDetectableByEnemies	= false
    }

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Creation time: st 23.5.2018 00:10:29.353 - Created with UnCodeX