WeaponHasFlag
From GECK
A function added by the ShowOff NVSE Plugin version 1.15.
Description
Returns true (1) if the weapon's BaseForm has the specified flag enabled. If the function is called with a weapon reference (weaponRefr), its BaseForm is used.
This function can be used either in a script, or as a Condition.
Syntax
(hasFlag:0/1) weaponRefr.WeaponHasFlag flagIndex:int weapon:baseForm
Or:
(hasFlag:0/1) weaponRefr.GetWeaponHasFlag flagIndex:int weapon:baseForm
flagIndex Values
Index | Weapon Flag |
---|---|
0 | ignores normal weapon resist |
1 | is automatic |
2 | has scope |
3 | can't drop |
4 | hide backpack |
5 | embedded weapon |
6 | don't use first-person IS animations |
7 | nonplayable |
8 | player only |
9 | NPCs use ammo |
10 | no jam after reload |
11 | override action points |
12 | minor crime |
13 | range fixed |
14 | not used in normal combat |
15 | override damage to weapon mult |
16 | don't use third-person IS animations |
17 | short burst |
18 | rumble alternate |
19 | long burst |
20 | scope has night vision |
21 | scope from mod |
Example
let int hasFlag := SomeWeaponRef.WeaponHasFlag 21
hasFlag will be 1 if SomeWeaponRef's BaseForm has the "Scope From Mod" flag enabled, 0 otherwise.
Notes
- This function essentially checks GetWeaponFlags1 and GetWeaponFlags2 for the enabled bits.
- This was made with condition functions in mind, as unlike in scripts, bit manipulation is not possible for conditions.