class Cat_SeqCond_HasBadgeEquipped extends SequenceCondition; var Actor Target; var() class WhichBadge; event Activated() { local bool BadgeEquipped; local Hat_PlayerController PC; PC = Hat_PlayerController(Target); // cast if (PC.GetLoadout().LoadoutHasBadge(WhichBadge) != INDEX_NONE) { BadgeEquipped = true; } OutputLinks[BadgeEquipped ? 0 : 1].bHasImpulse = true; } defaultproperties { ObjName="Has Badge Equipped" ObjCategory="Pawn" OutputLinks(0)=(LinkDesc="True") OutputLinks(1)=(LinkDesc="False") VariableLinks(0)=(ExpectedType=class'SeqVar_Object',LinkDesc="Target",PropertyName=Target,MinVars=1,MaxVars=1) WhichBadge = Hat_Ability_Automatic }