Difference between revisions of "GetWeaponAnimType"
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=='''Notes'''== | =='''Notes'''== | ||
*Function was created for the VATS camera conditions | *Function was created for the VATS camera conditions | ||
=='''See Also'''== | |||
* [[GetWeaponType]] '''(FOSE)''' | |||
<!-- [[GetWeaponAnimType_Reference|List of functions that use GetWeaponAnimType]] (wiki) --> | <!-- [[GetWeaponAnimType_Reference|List of functions that use GetWeaponAnimType]] (wiki) --> |
Revision as of 23:54, 21 August 2015
Description
GetWeaponAnimType Returns a number corresponding to the actor's current weapon animation type. See notes for return values.
Syntax
[ActorREF.]GetWeaponAnimType
Examples
if BuddyRef.GetWeaponAnimType == 4
Return Values and Animation Types
Internally, weapons in Fallout 3 and Fallout: New Vegas have a total of 13 or 14 different possible animation types, respectively. However, GetnWeaponAnimType can only discern 11 different animation types, with one catch-all for unrecognized values. Certain animation types are combined into one return value, as described below:
- 0 = AGW_NONE (unset or unrecognized Animation Types)
- 1 = AGW_HAND_TO_HAND (HandToHandMelee)
- 2 = AGW_ONE_HAND_MELEE (OneHandMelee)
- 3 = AGW_TWO_HAND_MELEE (TwoHandMelee)
- 4 = AGW_ONE_HAND_PISTOL (OneHandPistol and OneHandPistolEnergy)
- 5 = AGW_TWO_HAND_RIFLE (TwoHandRifle and TwoHandRifleEnergy)
- 6 = AGW_TWO_HAND_AUTOMATIC (TwoHandAutomatic)
- 7 = AGW_TWO_HAND_HANDLE (TwoHandHandle)
- 8 = AGW_TWO_HAND_LAUNCHER (TwoHandLauncher)
- 9 = AGW_ONE_HAND_GRENADE (OneHandGrenade and OneHandThrown)
- 10 = AGW_ONE_HAND_MINE (OneHandMine)
- 11 = AGW_ONE_HAND_LUNCHBOX_MINE (OneHandLunchboxMine)
Notes
- Function was created for the VATS camera conditions
See Also
- GetWeaponType (FOSE)