Difference between revisions of "GetEquippedWeapon - Actor"
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imported>Justinms66 m (→See Also) |
imported>JustinOther m (Added notes/tidbit about the need for the weapon to be drawn.) |
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== Notes == | |||
* This will only return the weapon form equipped if it is drawn and will return 'None' if no weapon is drawn by the selected hand. | |||
== See Also == | == See Also == | ||
*[[Actor Script]] | *[[Actor Script]] | ||
*[[EquipItem - Actor]] | *[[EquipItem - Actor]] | ||
*[[GetEquippedShield - Actor]] | *[[GetEquippedShield - Actor]] |
Revision as of 23:37, 21 April 2012
Member of: Actor Script
Gets the actor's currently equipped weapon.
Syntax
Weapon Function GetEquippedWeapon(bool abLeftHand = false) native
Parameters
- abLeftHand: The get the weapon from the left hand.
- Default: false - The default will use the actors right hand.
Return Value
The Weapon the actor currently has equipped.
Examples
; Does the player have the uber dagger equipped in their right hand?
if (Game.GetPlayer().GetEquippedWeapon() == UberDagger)
Debug.Trace("Player has uber-dagger equipped in their right hand")
endIf
; Does the player have the wimpy sword equipped in their left hand?
if (Game.GetPlayer().GetEquippedWeapon(true) == WimpyDagger)
Debug.Trace("Player has wimpy sword in their left hand")
endIf
Notes
- This will only return the weapon form equipped if it is drawn and will return 'None' if no weapon is drawn by the selected hand.