Difference between revisions of "PlayerStatus"

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(Created page with "==Overview== Some player status can be checked via bit flags using specfic bitflag functions Example: <code> if PlayerInfo.AndCheckStatus{PlayerStatus.NORMAL_ACTION}then if...")
 
(PlayerStatus bitflags: adding info for bitflags)
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==PlayerStatus bitflags==
 
==PlayerStatus bitflags==
STAND
+
'''STAND''' --standing; false if HORSE_STAND; true when ON_VEHICLE
  
SQUAT
+
'''SQUAT''' --crouching or doing cbox slide
  
CRAWL
+
'''CRAWL''' --prone or when CBOX_EVADE
  
NORMAL_ACTION
+
'''NORMAL_ACTION''' --true for most basic on-foot movement-related actions like walking; false when ON_VEHICLE or ON_HORSE or CBOX
  
PARALLEL_MOVE
+
'''PARALLEL_MOVE''' --aiming
  
IDLE
+
'''IDLE'''
  
GUN_FIRE
+
'''GUN_FIRE''' --true even with suppressor; GUN_FIRE and GUN_FIRE_SUPPRESSOR not true with vehicle/static weapons
  
GUN_FIRE_SUPPRESSOR
+
'''GUN_FIRE_SUPPRESSOR''' --true when discharging with suppressor
  
STOP
+
'''STOP''' --when idle on foot or cbox; true when CBOX_EVADE; always true if ON_VEHICLE;
  
WALK
+
'''WALK''' --min speed
  
RUN
+
'''RUN''' --mid speed (default when standing)
  
DASH
+
'''DASH''' --max speed (default when stance is limited to two speeds)
  
ON_HORSE
+
'''ON_HORSE''' --piloting D-Horse
  
ON_VEHICLE
+
'''ON_VEHICLE''' --piloting vehicle
  
ON_HELICOPTER
+
'''ON_HELICOPTER''' --riding helicopter
  
HORSE_STAND
+
'''HORSE_STAND'''
  
HORSE_HIDE_R
+
'''HORSE_HIDE_R''' --hiding on right side of horse
  
HORSE_HIDE_L
+
'''HORSE_HIDE_L''' --hiding on left side of horse
  
HORSE_IDLE
+
'''HORSE_IDLE''' --HORSE_[speed] also used for D-Walker; can tell which with ON_HORSE check
  
HORSE_TROT
+
'''HORSE_TROT''' --slow speed
  
HORSE_CANTER
+
'''HORSE_CANTER''' --mid speed (default)
  
HORSE_GALLOP
+
'''HORSE_GALLOP''' --fast speed
  
BINOCLE
+
'''BINOCLE''' --using int-scope
  
SUBJECT
+
'''SUBJECT''' --first-person camera or when in certain vehicle emplacements
  
INTRUDE
+
'''INTRUDE'''
  
LFET_STOCK
+
'''LFET_STOCK'''
  
CUTIN
+
'''CUTIN''' --placing guard in something (probably dev typo for PUT_IN)
  
DEAD
+
'''DEAD'''
  
DEAD_FRESH
+
'''DEAD_FRESH'''
  
NEAR_DEATH
+
'''NEAR_DEATH'''
  
NEAR_DEAD
+
'''NEAR_DEAD'''
  
FALL
+
'''FALL'''
  
CBOX
+
'''CBOX''' --true while in cbox and not sliding and not CBOX_EVADE
  
CBOX_EVADE
+
'''CBOX_EVADE''' --crawling out of cbox; CBOX false if true
  
TRASH_BOX
+
'''TRASH_BOX''' --in trash box with closed lid
  
TRASH_BOX_HALF_OPEN
+
'''TRASH_BOX_HALF_OPEN''' --in trash box and aiming weapon
  
INJURY_LOWER
+
'''INJURY_LOWER'''
  
INJURY_UPPER
+
'''INJURY_UPPER'''
  
CURE
+
'''CURE'''
  
CQC_CONTINUOUS
+
'''CQC_CONTINUOUS'''
  
BEHIND
+
'''BEHIND''' --pressed against cover/wall
  
ENABLE_TARGET_MARKER_CHECK
+
'''ENABLE_TARGET_MARKER_CHECK'''
  
UNCONSCIOUS
+
'''UNCONSCIOUS'''
  
PARTS_ACTIVE
+
'''PARTS_ACTIVE''' --seems to always be true during gameplay
  
CARRY
+
'''CARRY''' --player is carrying an AI (use with "Carried" FoxStrCode32 msg to check status and obj type)
  
CURTAIN
+
'''CURTAIN'''
  
VOLGIN_CHASE
+
'''VOLGIN_CHASE'''
 
[[Category:Metal Gear Solid 5]]
 
[[Category:Metal Gear Solid 5]]
 
[[Category:Lua]]
 
[[Category:Lua]]

Revision as of 11:45, 3 February 2017

Overview

Some player status can be checked via bit flags using specfic bitflag functions

Example:

if PlayerInfo.AndCheckStatus{PlayerStatus.NORMAL_ACTION}then

   if PlayerInfo.OrCheckStatus{PlayerStatus.STAND,PlayerStatus.SQUAT}then

PlayerStatus bitflags

STAND --standing; false if HORSE_STAND; true when ON_VEHICLE

SQUAT --crouching or doing cbox slide

CRAWL --prone or when CBOX_EVADE

NORMAL_ACTION --true for most basic on-foot movement-related actions like walking; false when ON_VEHICLE or ON_HORSE or CBOX

PARALLEL_MOVE --aiming

IDLE

GUN_FIRE --true even with suppressor; GUN_FIRE and GUN_FIRE_SUPPRESSOR not true with vehicle/static weapons

GUN_FIRE_SUPPRESSOR --true when discharging with suppressor

STOP --when idle on foot or cbox; true when CBOX_EVADE; always true if ON_VEHICLE;

WALK --min speed

RUN --mid speed (default when standing)

DASH --max speed (default when stance is limited to two speeds)

ON_HORSE --piloting D-Horse

ON_VEHICLE --piloting vehicle

ON_HELICOPTER --riding helicopter

HORSE_STAND

HORSE_HIDE_R --hiding on right side of horse

HORSE_HIDE_L --hiding on left side of horse

HORSE_IDLE --HORSE_[speed] also used for D-Walker; can tell which with ON_HORSE check

HORSE_TROT --slow speed

HORSE_CANTER --mid speed (default)

HORSE_GALLOP --fast speed

BINOCLE --using int-scope

SUBJECT --first-person camera or when in certain vehicle emplacements

INTRUDE

LFET_STOCK

CUTIN --placing guard in something (probably dev typo for PUT_IN)

DEAD

DEAD_FRESH

NEAR_DEATH

NEAR_DEAD

FALL

CBOX --true while in cbox and not sliding and not CBOX_EVADE

CBOX_EVADE --crawling out of cbox; CBOX false if true

TRASH_BOX --in trash box with closed lid

TRASH_BOX_HALF_OPEN --in trash box and aiming weapon

INJURY_LOWER

INJURY_UPPER

CURE

CQC_CONTINUOUS

BEHIND --pressed against cover/wall

ENABLE_TARGET_MARKER_CHECK

UNCONSCIOUS

PARTS_ACTIVE --seems to always be true during gameplay

CARRY --player is carrying an AI (use with "Carried" FoxStrCode32 msg to check status and obj type)

CURTAIN

VOLGIN_CHASE