Difference between revisions of "IsWeaponOut"
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imported>Haama m (Removing space to prevent sorting bug) |
imported>Cipscis (Not too sure about the terminology in the first note) |
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Returns 1 if the actor currently has a weapon out. | Returns 1 if the calling actor currently has a weapon out, and 0 otherwise. | ||
=='''Syntax'''== | |||
ActorID.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. | |||
=='''See Also'''== | |||
*[[GetWeaponAnimType]] | |||
[[Category:Functions]] | [[Category:Functions]] | ||
[[Category:Actor State Functions]] | [[Category:Actor State Functions]] | ||
[[Category:Condition Functions]] | [[Category:Condition Functions]] |
Revision as of 04:13, 24 December 2008
Returns 1 if the calling actor currently has a weapon out, and 0 otherwise.
Syntax
ActorID.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.