Editing IsWeaponOut
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
Returns 1 if the calling actor currently has a weapon out, and 0 otherwise. | |||
==Notes== | =='''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. | *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. | *IsWeaponOut will always return 0 for Creatures without a weapon. | ||
==See Also== | =='''See Also'''== | ||
*[[GetWeaponAnimType]] | *[[GetWeaponAnimType]] | ||