GetWeaponAnimType
From GECK
A function included in the GECK for Fallout 3.
Description
Returns a number corresponding to the actor's current weapon animation type. See notes for return values.
Syntax
(int) [actor:ref].GetWeaponAnimType
Example
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, GetWeaponAnimType 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:
Index | Animation Type Name | Weapon Anims 1 | Weapon Anims 2 |
---|---|---|---|
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 | OneHandPistolEnergy |
5 | AGW_TWO_HAND_RIFLE | TwoHandRifle | 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 | OneHandThrown |
10 | AGW_ONE_HAND_MINE | OneHandMine | |
11 | AGW_ONE_HAND_LUNCHBOX_MINE | OneHandLunchboxMine |
Notes
- Function was created for the VATS camera conditions