Talk:GetAnimationVariableInt - ObjectReference
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The animation integer 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[edit source]
- iSyncIdleLocomotion
- IsAttackReady_32
- iRightHandType
- iWantBlock
- iAnnotation
- iSyncTurnState
- i1stPerson
- iLeftHandType
- iState
- iState_NPCSprinting ;Sets actor in a sprint state.
- iState_NPCDefault ;Unknown. *
- iState_NPCSneaking ;Sets actor in a sneak state.*
- iState_NPCBowDrawn :Sets actor in a bow drawn state. *
- iDualMagicState ;Sets actor in a dual magic state.*
- iState_NPCBlocking ;Sets actor in a block state.*
- iState_NPCBleedout ;Sets bleedout state.*
- iBlockState ; Possible copy of "iState_NPCBlocking ". *
- iSyncSprintState ;Unknown. *
- iIsInSneak ;Possible copy of "iState_NPCSneaking". *
- iMagicEquipped ;Equips magic.
- iEquippedItemState
- iMagicState
- iIsDialogueExpressive
- iSyncIdleState
- iState_NPC1HM
- iState_NPC2HM
- iState_NPCBow
- iState_NPCMagic
- iState_NPCMagicCasting
- iState_NPCHorse
- iState_HorseSprint
- iCharacterSelector
- iCombatStance
- iSyncTurnDirection
- iRegularAttack
- iRightHandEquipped ;Equips Right hand.
- iLeftHandEquipped ;Equips left hand.
- iIsPlayer
- iGetUpType
- iState_NPCAttacking
- iState_NPCPowerAttacking
- iState_NPCAttacking2H
- iDrunkVariable
- iState_NPCDrunk ;Sets actor in a drunk state.
- iTempSwitch
- iState_NPCBowDrawnQuickShot
- iState_NPCBlockingShieldCharge
--TwilightSky (talk) 19:19, 27 May 2024 (EDT)