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class ActionHasItem extends Scripting.ActionBool; var() editcombotype(enumCharacterLabels) Name target; var() actionnoresolve class<Equipment> itemType; // execute latent function Variable execute() { local VariableBool result; local Equipment item; local Character c; Super.execute(); ForEach parentScript.actorLabel(class'Character', c, target) { item = c.nextEquipment(None, itemType); } result = VariableBool(newTemporaryVariable(class'VariableBool')); result.value = item != None; return result; } // editorDisplayString function editorDisplayString(out string s) { s = "Check if " $ propertyDisplayString('target') $ " is carrying " $ itemType; } event function enumCharacterLabels(Engine.LevelInfo level, out Array<Name> s) { local Character c; ForEach level.AllActors(class'Character', c) { if (c.label != '') { s[s.Length] = c.label; } } } defaultproperties { actionDisplayName = "Has Item" actionHelp = "Returns true if the target has an item of type itemType in thier equipment list" category = "Actor" } |
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