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