Some player status can be checked via bit flags using specfic bitflag functions
Example:
if PlayerInfo.AndCheckStatus{PlayerStatus.NORMAL_ACTION}then
if not PlayerInfo.OrCheckStatus{PlayerStatus.DEAD}then
Value | Key (PlayerStatus) | Key (Proposed) | Notes |
---|---|---|---|
0 | - | - | There is no code to set this flag? |
1 | - | DEPLOYED | On when not in ACC or mission prepare |
2 | - | UNK | Always on, unknown meaning |
3 | - | UNK | Always on except briefly during loading screens |
4 | STAND | STAND | --standing; false if HORSE_STAND; true when ON_VEHICLE |
5 | SQUAT | SQUAT | --crouching or doing cbox slide |
6 | CRAWL | CRAWL | --prone or when CBOX_EVADE |
7 | NORMAL_ACTION | NORMAL_ACTION | --true for most basic on-foot movement-related actions like walking; false when ON_VEHICLE or ON_HORSE or CBOX |
8 | PARALLEL_MOVE | PARALLEL_MOVE | --aiming |
9 | IDLE | IDLE | Never on (to my knowledge), unknown meaning |
10 | - | GUN_READY | On when holding a weapon which can be fired but not currently firing |
11 | GUN_FIRE | GUN_FIRE | --true even with suppressor; GUN_FIRE and GUN_FIRE_SUPPRESSOR not true with vehicle/static weapons |
12 | GUN_FIRE_SUPPRESSOR | GUN_FIRE_SUPPRESSOR | --true when discharging with suppressor |
13 | - | GUN_RELOAD | On when reloading a weapon but not when manually cycling rounds |
14 | - | GUN_CYCLE | On when manually cycling rounds (e.g. pump-action, bolt-action weapons) |
15 | - | STUN_ARM_READY | On when aiming (but not firing? - check) the stun-arm |
16 | - | ROCKET_ARM_READY | On when aiming (but not firing? - check) the rocket-arm |
17 | - | SHIELD_READY | On when aiming with a shield |
18 | - | PLACEABLE_READY | On when aiming with a placeable item (e.g. C4) |
19 | - | PLACEABLE_PLACE | On when placing a placeable item (e.g. C4) |
20 | STOP | STOP | --when idle on foot or cbox; true when CBOX_EVADE; always true if ON_VEHICLE; |
21 | WALK | WALK | --min speed |
22 | RUN | RUN | --mid speed (default when standing) |
23 | DASH | DASH | --max speed (default when stance is limited to two speeds) |
24 | - | RUN_INTERPOLATE | On when in run state but animation below full run speed |
25 | ON_HORSE | ON_HORSE | --piloting D-Horse |
26 | ON_VEHICLE | ON_VEHICLE | --piloting vehicle |
27 | - | ON_LIGHT_VEHICLE | On when piloting a light vehicle |
28 | - | ON_TRUCK | On when piloting a truck |
29 | - | ON_APC | On when piloting an armoured personnel carrier |
30 | - | ON_TANK | On when piloting a tank |
31 | - | TRUCK_HIDE | On when turning off the engine and hiding in a truck |
32 | - | VEHICLE_ACCL | On when accelerating in a vehicle |
33 | - | VEHICLE_REV | On when reversing in a vehicle |
34 | - | VEHICLE_IDLE | On when idle in a vehicle (does not include moving due to momentum only) |
35 | - | VEHICLE_FIRE | On when firing a weapon on a vehicle (I think?) |
36 | - | VEHICLE_CRASH | On when crashing a vehicle |
37 | ON_HELICOPTER | ON_HELICOPTER | --riding helicopter |
38 | - | ON_WALKERGEAR | On when piloting walker gear (including D-Walker) |
39 | - | - | There is no code to set this flag? |
40 | - | - | There is no code to set this flag? |
41 | HORSE_STAND | HORSE_STAND | On when on a horse and not hiding |
42 | HORSE_HIDE_R | HORSE_HIDE_R | --hiding on right side of horse |
43 | HORSE_HIDE_L | HORSE_HIDE_L | --hiding on left side of horse |
44 | HORSE_IDLE | HORSE_IDLE | --HORSE_[speed] also used for D-Walker; can tell which with ON_HORSE check |
45 | HORSE_TROT | HORSE_TROT | --slow speed |
46 | HORSE_CANTER | HORSE_CANTER | --mid speed (default) |
47 | HORSE_GALLOP | HORSE_GALLOP | --fast speed |
48 | - | HORSE_MOUNT | On while climbing on horse |
49 | - | HORSE_STEP_DOWN | On when horse steps down from any height |
50 | - | HORSE_AIR | On when horse is airborne during to a jump |
51 | - | HORSE_LANDING | On when horse is landing during a jump |
52 | - | HORSE_JUMP | On at all times during a horse jump |
53 | - | HORSE_STEP_DOWN_CANTER | On when horse is stepping down from a height at a canter (special animation) |
54 | - | HORSE_STEP_DOWN_GALLOP | On when horse is stepping down from a height at a gallop (special animation) |
55 | - | WALERGEAR_DRIVE_MODE | On when in D-Walker’s drive mode |
56 | SUBJECT | SUBJECT | On when subjective camera is active (POV camera) |
57 | - | - | There is no code to set this flag? |
58 | BINOCLE | BINCOLE | --using int-scope |
59 | INTRUDE | INTRUDE | On when forced subjective camera is active in crawl-spaces |
60 | LFET_STOCK | LEFT_STOCK | On when camera is behind player’s right shoulder |
61 | CUTIN | CUTIN | On when “cut-in” camera is active (e.g. climbing on horse, entering vehicles, toilets, dumpsters, or putting enemies in things) |
62 | DEAD | DEAD | On when player is dead |
63 | DEAD_FRESH | DEAD_FRESH | On during death animation? |
64 | NEAR_DEATH | NEAR_DEATH | On when health is low? Perhaps during or recovering from serious injury? |
65 | NEAR_DEAD | - | Despite being named, there is no code to set this flag? |
66 | - | - | There is no code to set this flag? |
67 | FALL | FALL | On when falling |
68 | CBOX | CBOX | --true while in cbox and not sliding and not CBOX_EVADE |
69 | CBOX_EVADE | CBOX_EVADE | --crawling out of cbox; CBOX false if true |
70 | - | CBOX_STANCE | On when changing stance while in cardboard box |
71 | TRASH_BOX | TRASH_BOX | --in trash box with closed lid |
72 | TRASH_BOX_HALF_OPEN | TRASH_BOX_HALF_OPEN | --in trash box and aiming weapon |
73 | - | TRASH_BOX_OPEN | On when entering/exiting trash box |
74 | - | SEARCH_LIGHT | On when using search lights |
75 | - | MORTAR | On when using mortars |
76 | - | MACHINE_GUN | On when using machine gun placements |
77 | - | AA_GUN | On when using anti-air emplacements |
78 | - | BUTTON_PRESS | On when pressing interactive buttons (e.g. power supplies) |
79 | - | DOOR_PICKING | On when picking locks |
80 | INJURY_LOWER | INJURY_LOWER | On when player has a leg injury |
81 | INJURY_UPPER | INJURY_UPPER | On when player has an arm injury |
82 | - | INJURY_BODY | On when player has an injury other than of the leg or arm |
83 | CURE | CURE | On during cure animation (injury flags remain on until animation is finished) |
84 | - | CQC_LOCK_ON | On when using CQC moves with tracking (CQC on standing enemy within range, holding enemies, throwing enemies) |
85 | - | CQC_MANUAL | On when using CQC moves without tracking (whiffed CQC, CQC on prone enemies) |
86 | - | CQC_MANUAL_HOLD | On when holding CQC moves without tracking (whiffed grabs) |
87 | - | CQC_HOLD | On while holding enemies |
88 | CQC_CONTINUOUS | CQC_CONTINUOUS | On during consecutive CQC (high speed camera throw loops on enemies) |
89 | - | UNK | Flag exists but unknown conditions and meaning. Possibly being held in CQC by another player on FOBs but untested |
90 | BEHIND | BEHIND | --pressed against cover/wall |
91 | - | BEHIND_CAMERA_SHIFT | On when camera has shifted to see around edge |
92 | - | BEHIND_SIDE_CQC_ENABLED | On when behind a wall and at edge where CQC around corner is allowed? |
93 | - | BEHIND_FORCE_CROUCH | On when behind a wall where crouching is forced |
94 | - | CLIMB_CRACK | On when climbing cracks in walls and cliff faces (note: movement flags don’t apply) |
95 | - | ELUDE | On when hanging from edge (note: movement flags don’t apply) |
96 | - | PIPE | On when climbing pipes (note: movement flags don’t apply) |
97 | - | CLAMBER | On when climbing up or over edges with action button |
98 | - | JUMP | On when jumping using action button |
99 | - | EVADE | On when diving |
100 | - | FULTON | On when using the fulton recovery device |
101 | - | DAMAGE | On when sustaining damage (not tested for sleep and stun damage?) |
102 | - | SLIDE | On when sliding on a steep incline |
103 | UNCONSCIOUS | UNCONSCIOUS | On when rendered unconscious by sleep or stun weapons (includes animation?) |
104 | - | UNCONSCUOUS_START | On during animation where player falls unconscious |
105 | - | UNCONSCIOUS_END | On when player can wiggle stick to wake faster and when waking |
106 | - | DAMAGE_SLEEP | On when sustaining sleep damage |
107 | - | DAMAGE_STUN | On when sustaining stun damage |
108 | - | FULTONED | On when player is fultoned by another player or enemies on FOBs |
109 | - | LADDER | On when climbing ladder (note: movement flags *do* apply) |
110 | - | TOILET | On when hiding in toilet |
111 | - | TOILET_DOOR | On when entering and exiting toilet/shower (excludes diving out) |
112 | - | SHOWER | On when taking a shower |
113 | - | SPECIAL_ACTION | On during special animations involving NPCs (e.g. grabbed by or countering, zombies, dogs, Liquid, Volgin, but not regular soldiers) |
114 | - | COUNTER | On when successfully countering enemies including those above? |
115 | - | LUNGE | On during dog/zombie lunge animation, regardless of successful counter |
116 | - | LUNGE_ZOMBIE | On during zombie lunge animation only, regardless of successful counter |
117 | - | COUNTER_PROJECTILE | On when countering Liquid’s thrown bottles |
118 | - | MAUL_ZOMBIE | On when being mauled by zombie after unsuccessful counter (115, 113 remain on too) |
119 | - | MAUL_DOG | On when being mauled by dog after unsuccessful counter (115, 113 remain on too) |
120 | - | PET_DD | On when petting DD |
121 | - | ROCKET_ARM_PILOT | On when piloting rocket arm |
122 | VOLGIN_CHASE | VOLGIN_CHASE | On during prologue’s horseback fight with Volgin |
123 | - | KILL_QUIET | On when player can choose to kill Quiet in mission 11 (not on when player can choose to shoot Skull Face) |
124 | - | STEALTH_CAMO | On when stealth camo is active |
125 | - | UNDETECTABLE | On when stealth camo is active and player is not doing things which enable enemies to notice them (e.g. holding enemies, shooting, diving) |
126 | - | NVG | On when using NVGs (includes mission 43?) |
127 | - | PARASITE_ARMOUR | On when using parasite suit with armour parasites active |
128 | - | STEALTH_MODE | On when using action button to hide while prone |
129 | - | EXIT_HELICOPTER | On when exiting helicopter (but not entering) |
130 | - | CHICKEN_CAP | On when chicken cap is on |
131 | - | CHICK_CAP | On when lil’ chicken cap is on |
132 | - | - | There is no code to set this flag? |
133 | - | - | There is no code to set this flag? |
134 | CARRY | CARRY | --player is carrying an AI (use with “Carried” FoxStrCode32 msg to check status and obj type) |
135 | - | - | There is no code to set this flag? |
136 | - | CARRY_HORSE_ACTION | On when putting an NPC on D-horse or taking them off |
137 | - | MB_TERMINAL | On when using the iDroid |
138 | - | UNK | Flag exists but unknown conditions and meaning |
139 | - | UNK | Flag exists but unknown conditions and meaning - seems related to 138 |
140 | CURTAIN | CURTAIN | On when playing animation to pass through curtain in Prologue |
141 | ENABLE_TARGET_MARKER_CHECK | ENABLE_TARGET_MARKER_CHECK | Unknown meaning. Probably on when some UI element is on. |
142 | - | FLARE_LIGHT | On when player’s visibility is increased due to enemy flares |
143 | - | STATIC_LIGHT | On when player’s visibility is increased due to environmental light (does not include search lights or flashlights) |
144 | - | VEHICLE_ARMOUR | On when piloted vehicle’s armour is intact (reduces damage) |
145 | PARTS_ACTIVE | PARTS_ACTIVE | --seems to always be true during gameplay |
146 | - | FOB_WORMHOLE | On when travelling from helicopter to FOB by wormhole |
147 | - | - | There is no code to set this flag? |
148 | - | - | There is no code to set this flag? |
149 | - | - | There is no code to set this flag? |
150 | - | - | There is no code to set this flag? |
151 | - | - | There is no code to set this flag? |