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# Gameplay.MessageEquipmentBase

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    class MessageEquipmentBase extends Engine.Message
    	editinlinenew;

    var() Name equipmentName					"The label of the picked-up/dropped equipment";
    var() class<Equipment> equipmentClass		"The class of the picked-up/dropped equipment (does a full RTTI check for filtering, so base classes can be specified here when filtering)";

    // construct
    overloaded function construct(Name _equipmentName, class<Equipment> _equipmentClass)
    {
    	equipmentName = _equipmentName;
    	equipmentClass = _equipmentClass;
    }

    // editorDisplay
    static function string editorDisplay(Name triggeredBy, Message filter)
    {
    	return "";
    }

    // Returns false if the calling script should not be executed (ie message does not pass filter)
    function bool passesFilter(Message filterMsg)
    {
    	local MessageEquipmentBase f;

    	f = MessageEquipmentBase(filterMsg);

    	// do RTTI check on class name
    	if (f.equipmentClass != None)
    	{
    		if (equipmentClass != f.equipmentClass && !ClassIsChildOf(equipmentClass, f.equipmentClass))
    			return false;
    	}

    	if (f.equipmentName != '')
    	{
    		if (f.equipmentName != equipmentName)
    			return false;
    	}

    	return true;
    }

    defaultproperties
    {
    	specificTo	= class'Equipment'
    }

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Class file time: ne 5.9.2004 15:53:16.000 - Creation time: st 23.5.2018 00:10:45.348 - Created with UnCodeX