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# Gameplay.ActionHasItem

Extends
  ActionBool

    Core.Object
    |
    +-- Scripting.Action
       |
       +-- Scripting.ActionBool
          |
          +-- Gameplay.ActionHasItem

Variables Summary
ActionHasItem
class<Equipment> | itemType
Name | target

Inherited Variables from Scripting.Action
acceptAllTypes, actionDisplayName, actionHelp, category, parentScript, resolveInfoList, returnType

Structures Summary

Inherited Structures from Scripting.Action
ParameterResolveInfo

Functions Summary
|  | editorDisplayString (out string s))
| function | enumCharacterLabels (Engine.LevelInfo level, out Array<Name> s))
| Variable | execute ()))

Inherited Functions from Scripting.ActionBool
editorDisplayString, makeVariable

Inherited Functions from Scripting.Action
construct, editorDisplayString, enumScriptLabels, enumScripts, execute, findByLabel, findStaticByLabel, findVariable, logError, newTemporaryVariable, newVariable, PrecacheSpeech, propertyDisplayString, resolveParameters, SetActionPropertyText, setParentScript, tryFindVariable

Variables Detail

### ActionHasItem

#### itemType Source code

var(ActionHasItem) actionnoresolve class<Equipment> itemType;

#### target Source code

var(ActionHasItem) editcombotype ( enumCharacterLabels ) Name target;

Functions Detail

#### editorDisplayString Source code

function editorDisplayString ( out string s) )

#### enumCharacterLabels Source code

event function enumCharacterLabels ( Engine.LevelInfo level, out Array<Name> s) )

#### execute Source code

latent function Variable execute ( ) )

Defaultproperties

    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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Creation time: st 23.5.2018 00:10:25.678 - Created with UnCodeX