public bool Equals(DestinyTalentNode input) { if (input == null) { return(false); } return (( NodeIndex == input.NodeIndex || (NodeIndex.Equals(input.NodeIndex)) ) && ( NodeHash == input.NodeHash || (NodeHash.Equals(input.NodeHash)) ) && ( State == input.State || (State != null && State.Equals(input.State)) ) && ( IsActivated == input.IsActivated || (IsActivated != null && IsActivated.Equals(input.IsActivated)) ) && ( StepIndex == input.StepIndex || (StepIndex.Equals(input.StepIndex)) ) && ( MaterialsToUpgrade == input.MaterialsToUpgrade || (MaterialsToUpgrade != null && MaterialsToUpgrade.SequenceEqual(input.MaterialsToUpgrade)) ) && ( ActivationGridLevel == input.ActivationGridLevel || (ActivationGridLevel.Equals(input.ActivationGridLevel)) ) && ( ProgressPercent == input.ProgressPercent || (ProgressPercent.Equals(input.ProgressPercent)) ) && ( Hidden == input.Hidden || (Hidden != null && Hidden.Equals(input.Hidden)) ) && ( NodeStatsBlock == input.NodeStatsBlock || (NodeStatsBlock != null && NodeStatsBlock.Equals(input.NodeStatsBlock)) )); }
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)) )); }
public bool Equals(DestinyNodeStepDefinition input) { if (input == null) { return(false); } return (( DisplayProperties == input.DisplayProperties || (DisplayProperties != null && DisplayProperties.Equals(input.DisplayProperties)) ) && ( StepIndex == input.StepIndex || (StepIndex.Equals(input.StepIndex)) ) && ( NodeStepHash == input.NodeStepHash || (NodeStepHash.Equals(input.NodeStepHash)) ) && ( InteractionDescription == input.InteractionDescription || (InteractionDescription != null && InteractionDescription.Equals(input.InteractionDescription)) ) && ( DamageType == input.DamageType || (DamageType != null && DamageType.Equals(input.DamageType)) ) && ( DamageTypeHash == input.DamageTypeHash || (DamageTypeHash.Equals(input.DamageTypeHash)) ) && ( ActivationRequirement == input.ActivationRequirement || (ActivationRequirement != null && ActivationRequirement.Equals(input.ActivationRequirement)) ) && ( CanActivateNextStep == input.CanActivateNextStep || (CanActivateNextStep != null && CanActivateNextStep.Equals(input.CanActivateNextStep)) ) && ( NextStepIndex == input.NextStepIndex || (NextStepIndex.Equals(input.NextStepIndex)) ) && ( IsNextStepRandom == input.IsNextStepRandom || (IsNextStepRandom != null && IsNextStepRandom.Equals(input.IsNextStepRandom)) ) && ( PerkHashes == input.PerkHashes || (PerkHashes != null && PerkHashes.SequenceEqual(input.PerkHashes)) ) && ( StartProgressionBarAtProgress == input.StartProgressionBarAtProgress || (StartProgressionBarAtProgress.Equals(input.StartProgressionBarAtProgress)) ) && ( StatHashes == input.StatHashes || (StatHashes != null && StatHashes.SequenceEqual(input.StatHashes)) ) && ( AffectsQuality == input.AffectsQuality || (AffectsQuality != null && AffectsQuality.Equals(input.AffectsQuality)) ) && ( StepGroups == input.StepGroups || (StepGroups != null && StepGroups.Equals(input.StepGroups)) ) && ( AffectsLevel == input.AffectsLevel || (AffectsLevel != null && AffectsLevel.Equals(input.AffectsLevel)) ) && ( SocketReplacements == input.SocketReplacements || (SocketReplacements != null && SocketReplacements.SequenceEqual(input.SocketReplacements)) )); }