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Talk:GetAnimationVariableBool - ObjectReference
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The animation boolean variables are being "restored" here on the talk page. This a lazily copy/paste so excuse the bad formatting. Big thanks to waybackmachine, I thought this information was lost forever. == Animation Variables == * bMotionDriven ; Sets the actor into a motion driven state. Meaning his AI determines his actions. * IsBeastRace * IsSneaking * IsBleedingOut * IsCastingDual * Is1HM * IsCastingRight * IsCastingLeft * IsBlockHit * IsPlayer * IsNPC * bIsSynced ; Returns true in certain animations such as when mounting or unmounting a horse or when standing up from a chair. * bVoiceReady ; Sets whether the actor can shout. Could possibly be used to cause insta-cool down for actors. * bWantCastLeft * bWantCastRight * bWantCastVoice * b1HM_MLh_attack * b1HMCombat * bAnimationDriven ; Sets the actor into an animation driven state, meaning animations like "SprintStart" will actually move him, not moonwalk him. * bCastReady * bAllowRotation ; Allows the actor to rotate or not. * bMagicDraw ; Causes the actor to draw his magic out.* * bMLh_Ready ; Equip magic in the left hand.* * bMRh_Ready ; Equip Magic in right hand.* * bInMoveState ; Returns TRUE if weapons/unarmed/shield (but not magic in either or both hands) are drawn, and actor is walking/sprinting. * bSprintOK ; Sets whether the actor can sprint. * bIdlePlaying ;Plays a random Idle.* * bIsDialogueExpressive ;Sets if actors dialogue is expressive. * * bAnimObjectLoaded ;Sets whether the anim object is loaded. * * bEquipUnequip ; * * bAttached ; * bEquipOK ; Sets whether equipping is allowed. * bIsH2HSolo ;Not sure. * bHeadTracking ;Doesn't really set head tracking. It really allows whether an actor can turn to face you. This causes actors talking over their shoulders. * bIsRiding ; Sets the actor into riding. * * bTalkable ;Whether the actor is able to be talked to. * bRitualSpellActive ; Sets a ritual spell active. * * bInJumpState ; Sets the actor in a jump state. * bHeadTrackSpine ; * bLeftHandAttack ; Sets the actor to attack left. * * bIsInMT ; Sets whether the actor is in a movement type. * bHumanoidFootIKEnable ; Enables foot-to-ground sync. * bHumanoidFootIKDisable ; Disables foot-to-ground sync. * bStaggerPlayerOverride * bNoStagger ;Sets whether the actor can stagger. * bIsStaffLeftCasting * bPerkShieldCharge ;Gives the actor the ability to shield charge. * bPerkQuickShot ;Gives the actor the quick shot perk. * IsAttacking ;Checks to see if this actor is currently attacking. * Isblocking ;Checks to see if this actor is currently blocking. * IsBashing ;Checks to see if this actor is currently bashing. * IsStaggering ;Checks to see if this actor is currently staggering. * IsRecoiling ;Checks to see if this actor is currently recoiling. * IsEquipping ;Checks to see if this actor is currently equipping motion. * IsUnequipping ;Checks to see if this actor is currently unequipping motion. --[[User:TwilightSky|TwilightSky]] ([[User talk:TwilightSky|talk]]) 19:14, 27 May 2024 (EDT)
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