Difference between revisions of "Talk:GetEquippedObject"
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Possible values
imported>TS7 m (Reverted edit of Ry5Bnv, changed back to last version by JOG) |
imported>Irwiss (Possible values) |
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::14 (Torch) also doesn't work. --[[User:JOG|JOG]] 21:52, 23 August 2006 (EDT) | ::14 (Torch) also doesn't work. --[[User:JOG|JOG]] 21:52, 23 August 2006 (EDT) | ||
== Possible values == | |||
I think this will be of interest to someone. When no slots are selected this function returns 255. You can also set 255 for no slots to be selected. I've tested this in game with OBSE v16. | |||
Also the although using weird(9-12 and 14, 255) values normally makes no sense, you can still get the reference to the equipped item on the slot using GetEquipmentSlot. Not sure which order multiple items come at, probably some kind of weird internal order like oblivion inventory walk methods produce. | |||
A snippet from the source file(from the same version) | |||
Full code starts at line 50 in obse/src/GameForms.cpp | |||
<pre>UInt32 TESBipedModelForm::GetSlot() const { | |||
switch (partMask) { | |||
---snip--- | |||
// combinations | |||
case kSlot_UpperLower: return 18; | |||
case kSlot_UpperLowerFoot: return 19; | |||
case kSlot_UpperLowerHandFoot: return 20; | |||
case kSlot_None: return 255; | |||
default: return 0; | |||
} | |||
} | |||
void TESBipedModelForm::SetSlot(UInt32 slot) | |||
{ | |||
switch(slot) { | |||
---snip--- | |||
case 18: partMask = kSlot_UpperLower; break; | |||
case 19: partMask = kSlot_UpperLowerFoot; break; | |||
case 20: partMask = kSlot_UpperLowerHandFoot; break; | |||
case 255: partMask = kSlot_None; break; | |||
default: break; | |||
} | |||
}</pre> | |||
I've added 255 to the [[:Template: OBSE_SLotIDs]] template | |||
--[[User:Irwiss|Irwiss]] 11:59, 26 December 2008 (EST) |