public bool Equals(DestinyProgressionLevelRequirementDefinition input) { if (input == null) { return(false); } return (( RequirementCurve == input.RequirementCurve || (RequirementCurve != null && RequirementCurve.SequenceEqual(input.RequirementCurve)) ) && ( ProgressionHash == input.ProgressionHash || (ProgressionHash.Equals(input.ProgressionHash)) ) && ( Hash == input.Hash || (Hash.Equals(input.Hash)) ) && ( Index == input.Index || (Index.Equals(input.Index)) ) && ( Redacted == input.Redacted || (Redacted != null && Redacted.Equals(input.Redacted)) )); }
public bool Equals(DestinyTalentGridDefinition input) { if (input == null) { return(false); } return (( MaxGridLevel == input.MaxGridLevel || (MaxGridLevel.Equals(input.MaxGridLevel)) ) && ( GridLevelPerColumn == input.GridLevelPerColumn || (GridLevelPerColumn.Equals(input.GridLevelPerColumn)) ) && ( ProgressionHash == input.ProgressionHash || (ProgressionHash.Equals(input.ProgressionHash)) ) && ( Nodes == input.Nodes || (Nodes != null && Nodes.SequenceEqual(input.Nodes)) ) && ( ExclusiveSets == input.ExclusiveSets || (ExclusiveSets != null && ExclusiveSets.SequenceEqual(input.ExclusiveSets)) ) && ( IndependentNodeIndexes == input.IndependentNodeIndexes || (IndependentNodeIndexes != null && IndependentNodeIndexes.SequenceEqual(input.IndependentNodeIndexes)) ) && ( Groups == input.Groups || (Groups != null && Groups.SequenceEqual(input.Groups)) ) && ( NodeCategories == input.NodeCategories || (NodeCategories != null && NodeCategories.SequenceEqual(input.NodeCategories)) ) && ( Hash == input.Hash || (Hash.Equals(input.Hash)) ) && ( Index == input.Index || (Index.Equals(input.Index)) ) && ( Redacted == input.Redacted || (Redacted != null && Redacted.Equals(input.Redacted)) )); }
public bool Equals(DestinyDisplayCategoryDefinition input) { if (input == null) { return(false); } return (( Index == input.Index || (Index.Equals(input.Index)) ) && ( Identifier == input.Identifier || (Identifier != null && Identifier.Equals(input.Identifier)) ) && ( DisplayCategoryHash == input.DisplayCategoryHash || (DisplayCategoryHash.Equals(input.DisplayCategoryHash)) ) && ( DisplayProperties == input.DisplayProperties || (DisplayProperties != null && DisplayProperties.Equals(input.DisplayProperties)) ) && ( DisplayInBanner == input.DisplayInBanner || (DisplayInBanner != null && DisplayInBanner.Equals(input.DisplayInBanner)) ) && ( ProgressionHash == input.ProgressionHash || (ProgressionHash.Equals(input.ProgressionHash)) ) && ( SortOrder == input.SortOrder || (SortOrder != null && SortOrder.Equals(input.SortOrder)) ) && ( DisplayStyleHash == input.DisplayStyleHash || (DisplayStyleHash.Equals(input.DisplayStyleHash)) ) && ( DisplayStyleIdentifier == input.DisplayStyleIdentifier || (DisplayStyleIdentifier != null && DisplayStyleIdentifier.Equals(input.DisplayStyleIdentifier)) )); }
public bool Equals(DestinyFactionDefinition input) { if (input == null) { return(false); } return (( DisplayProperties == input.DisplayProperties || (DisplayProperties != null && DisplayProperties.Equals(input.DisplayProperties)) ) && ( ProgressionHash == input.ProgressionHash || (ProgressionHash.Equals(input.ProgressionHash)) ) && ( TokenValues == input.TokenValues || (TokenValues != null && TokenValues.SequenceEqual(input.TokenValues)) ) && ( RewardItemHash == input.RewardItemHash || (RewardItemHash.Equals(input.RewardItemHash)) ) && ( RewardVendorHash == input.RewardVendorHash || (RewardVendorHash.Equals(input.RewardVendorHash)) ) && ( Vendors == input.Vendors || (Vendors != null && Vendors.SequenceEqual(input.Vendors)) ) && ( Hash == input.Hash || (Hash.Equals(input.Hash)) ) && ( Index == input.Index || (Index.Equals(input.Index)) ) && ( Redacted == input.Redacted || (Redacted != null && Redacted.Equals(input.Redacted)) )); }
public bool Equals(DestinyFactionProgression input) { if (input == null) { return(false); } return (( FactionHash == input.FactionHash || (FactionHash.Equals(input.FactionHash)) ) && ( FactionVendorIndex == input.FactionVendorIndex || (FactionVendorIndex.Equals(input.FactionVendorIndex)) ) && ( ProgressionHash == input.ProgressionHash || (ProgressionHash.Equals(input.ProgressionHash)) ) && ( DailyProgress == input.DailyProgress || (DailyProgress.Equals(input.DailyProgress)) ) && ( DailyLimit == input.DailyLimit || (DailyLimit.Equals(input.DailyLimit)) ) && ( WeeklyProgress == input.WeeklyProgress || (WeeklyProgress.Equals(input.WeeklyProgress)) ) && ( WeeklyLimit == input.WeeklyLimit || (WeeklyLimit.Equals(input.WeeklyLimit)) ) && ( CurrentProgress == input.CurrentProgress || (CurrentProgress.Equals(input.CurrentProgress)) ) && ( Level == input.Level || (Level.Equals(input.Level)) ) && ( LevelCap == input.LevelCap || (LevelCap.Equals(input.LevelCap)) ) && ( StepIndex == input.StepIndex || (StepIndex.Equals(input.StepIndex)) ) && ( ProgressToNextLevel == input.ProgressToNextLevel || (ProgressToNextLevel.Equals(input.ProgressToNextLevel)) ) && ( NextLevelAt == input.NextLevelAt || (NextLevelAt.Equals(input.NextLevelAt)) ) && ( CurrentResetCount == input.CurrentResetCount || (CurrentResetCount.Equals(input.CurrentResetCount)) ) && ( SeasonResets == input.SeasonResets || (SeasonResets != null && SeasonResets.SequenceEqual(input.SeasonResets)) ) && ( RewardItemStates == input.RewardItemStates || (RewardItemStates != null && RewardItemStates.SequenceEqual(input.RewardItemStates)) )); }