Difference between revisions of "IsGuard"
Jump to navigation
Jump to search
imported>Geckbot m (Robot: Automated text replacement (-\[\[Category:(.*?)Functions\]\] +Category:\1Functions\nCategory:\1Functions (GECK 1.0))) |
imported>Geckbot m (Robot: Automated text replacement (-\[\[Category:(.*?)\(GECK 1.0\)\]\] +Category:\1(GECK 1.1))) |
||
Line 9: | Line 9: | ||
[[Category: Functions]] | [[Category: Functions]] | ||
[[Category: Functions (GECK 1. | [[Category: Functions (GECK 1.1)]] | ||
[[Category: Crime Functions]] | [[Category: Crime Functions]] | ||
[[Category: Crime Functions (GECK 1. | [[Category: Crime Functions (GECK 1.1)]] | ||
[[Category: Actor State Functions]] | [[Category: Actor State Functions]] | ||
[[Category: Actor State Functions (GECK 1. | [[Category: Actor State Functions (GECK 1.1)]] | ||
[[Category: Condition Functions]] | [[Category: Condition Functions]] | ||
[[Category: Condition Functions (GECK 1. | [[Category: Condition Functions (GECK 1.1)]] |
Latest revision as of 12:44, 15 August 2009
Returns 1 if the NPC's class is marked as a "Guard" class.
Note: The guard state is not used in Fallout 3.