10 EntityAI item_in_hands = targetPlayer.GetItemInHands();
12 if ( item_in_hands.ConfigIsExisting(
"StruggleLength") )
47 action_data.
m_Player.TryHideItemInHands(
true);
52 action_data.
m_Player.TryHideItemInHands(
false);
64 return targetPlayer && targetPlayer.IsRestrained();
73 EntityAI item_in_hands = targetPlayer.GetItemInHands();
74 targetPlayer.SetRestrained(
false);
77 MiscGameplayFunctions.TransformRestrainItem(item_in_hands, null, action_data.
m_Player, targetPlayer);
81 ErrorEx(
"Failed to obtain item in target player's hands during empty handed unrestraining");
88 action_data.
m_Player.TryHideItemInHands(
true);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool CanReceiveAction(ActionTarget target)
protected bool m_FullBody
protected int m_StanceMask
class ActionTargets ActionTarget
protected ActionData m_ActionData
ref CABase m_ActionComponent
ref ActionTarget m_Target
const float UNRESTRAIN_STRUGGLE_MULTIPLIER
const float DEFAULT_STRUGGLE_TIME
override void CreateActionComponent()
override void OnFinishProgressServer(ActionData action_data)
override void OnEndServer(ActionData action_data)
void ActionUnrestrainTargetHands()
override void OnStartClient(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEndClient(ActionData action_data)
override void OnStartServer(ActionData action_data)
protected int m_CommandUID
protected m_CallbackClass
DayZPlayerConstants
defined in C++
const float DEBUG_QUICK_UNRESTRAIN_TIME