Difference between revisions of "IsWeaponOut"
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imported>Ez0n3 |
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Returns 1 if the actor currently has a weapon out. | {{Function | ||
|CSWikiPage = IsWeaponOut | |||
|origin = GECK1 | |||
|summary = Returns 1 if the calling actor currently has a weapon out, and 0 otherwise. | |||
|name = IsWeaponOut | |||
|returnVal = 0, 1 | |||
|returnType = int | |||
|referenceType = [ActorRefID] | |||
|example = if BuddyRef.IsWeaponOut | |||
}} | |||
[[Category: Functions]] | ==Notes== | ||
[[Category: Actor State Functions]] | *The value returned by IsWeaponOut will change when the weapon becomes attached to the weapon node. For NPCs without a weapon, this is at the end of the equip/unequip animations. | ||
[[Category: Condition Functions]] | *IsWeaponOut will always return 0 for Creatures without a weapon. | ||
==See Also== | |||
*[[GetWeaponAnimType]] | |||
[[Category:Functions]] | |||
[[Category:Functions (GECK 1.1)]] | |||
[[Category:Actor State Functions]] | |||
[[Category:Actor State Functions (GECK 1.1)]] | |||
[[Category:Condition Functions]] | |||
[[Category:Condition Functions (GECK 1.1)]] |
Latest revision as of 06:54, 12 January 2011
< [[::Category:Functions|Category:Functions]]
Link to TES4 Construction Set Wiki: IsWeaponOut.
A function included in the GECK version 1.1.0.36.
Description
Returns 1 if the calling actor currently has a weapon out, and 0 otherwise.
Syntax
(0, 1:int) [ActorRefID].IsWeaponOut
Example
if BuddyRef.IsWeaponOut
Notes
- The value returned by IsWeaponOut will change when the weapon becomes attached to the weapon node. For NPCs without a weapon, this is at the end of the equip/unequip animations.
- IsWeaponOut will always return 0 for Creatures without a weapon.