GetPedWeaponSlot: Difference between revisions

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==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
int getPedWeaponSlot ( )
int getPedWeaponSlot ( ped thePed )
</syntaxhighlight>  
</syntaxhighlight>  


===Required Arguments===  
===Required Arguments===  
''None''
*'''thePed:''' the ped to get the current weapon slot of.


===Returns===
===Returns===
Returns the selected weapon slot ID on success, ''false'' otherwise.
Returns the selected weapon slot ID on success, ''false'' otherwise.
{{Weapon_Slots}}
{{Weapon_Slots}}
==Example==


==See Also==
==See Also==
{{Client_ped_functions}}
{{Ped functions}}

Revision as of 19:57, 25 May 2008

Dialog-information.png This article needs checking.

Reason(s): Firstly, this doesnt even work properly apparently, and secondly, is there ANY point to this function? We have getPlayerWeapon and getWeaponFromSlot. This doesnt seem to have any necessity. As a buggy function, it should be removed

This function gets a ped's selected weapon slot.

Syntax

int getPedWeaponSlot ( ped thePed )

Required Arguments

  • thePed: the ped to get the current weapon slot of.

Returns

Returns the selected weapon slot ID on success, false otherwise.

Weapon Slots
  • 0: WEAPONSLOT_TYPE_UNARMED
  • 1: WEAPONSLOT_TYPE_MELEE
  • 2: WEAPONSLOT_TYPE_HANDGUN
  • 3: WEAPONSLOT_TYPE_SHOTGUN
  • 4: WEAPONSLOT_TYPE_SMG (used for driveby's)
  • 5: WEAPONSLOT_TYPE_RIFLE
  • 6: WEAPONSLOT_TYPE_SNIPER
  • 7: WEAPONSLOT_TYPE_HEAVY
  • 8: WEAPONSLOT_TYPE_THROWN
  • 9: WEAPONSLOT_TYPE_SPECIAL
  • 10: WEAPONSLOT_TYPE_GIFT
  • 11: WEAPONSLOT_TYPE_PARACHUTE
  • 12: WEAPONSLOT_TYPE_DETONATOR

See Also