25 if (
IsWearingGag(player) && null == player.GetHumanInventory().GetEntityInHands())
35 if ( attachment && attachment.GetType() ==
"MouthRag" )
38 lamb.SetTransferParams(
true,
true,
true,
false, 1);
39 action_data.
m_Player.ServerReplaceItemElsewhereWithNewInHands(lamb);
48 if ( attachment && attachment.GetType() ==
"MouthRag" )
62 gag = MouthRag.Cast(m_OldItem);
64 gag.SetIncomingLambaBool(
true);
67 OverrideNewLocation(targetHnd);
78 gag.SetIncomingLambaBool(
false);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected int m_StanceMask
class ActionTargets ActionTarget
override void OnFinishProgressServer(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
bool IsWearingGag(PlayerBase player)
protected int m_CommandUID
protected m_CallbackClass
Super root of all classes in Enforce script.
proto native void SetHands(notnull EntityAI parent, EntityAI e)
sets current inventory location type to Hands
provides access to slot configuration
void UngagSelfLambda(EntityAI old_item, string new_item_type, PlayerBase player)
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.