66 return player.IsRestrained();
92 if (item_in_hands.IsInherited(BarbedWireLocked))
95 player.m_BleedingManagerServer.AttemptAddBleedingSourceBySelection(
PlayerBase.m_BleedingSourcesUp[randNum]);
97 player.SetRestrained(
false);
99 MiscGameplayFunctions.TransformRestrainItem(item_in_hands, null, null, player);
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
class ActionTargets ActionTarget
void SetCommand(int command_uid)
protected bool m_Canceled
protected ActionData m_ActionData
ref CABase m_ActionComponent
const float DEFAULT_STRUGGLE_TIME
override void CreateActionComponent()
override void EndActionComponent()
override void OnFinishProgressServer(ActionData action_data)
void ActionUnrestrainSelf()
override bool CanBeUsedInRestrain()
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool HasTarget()
override void OnEndAnimationLoopServer(ActionData action_data)
override bool HasProneException()
protected int m_CommandUIDProne
protected int m_CommandUID
protected m_CallbackClass
base class for transformation operations (creating one item from another)
DayZPlayerConstants
defined in C++
const float DEBUG_QUICK_UNRESTRAIN_TIME
const float CLEAN_UNRESTRAIN_DAMAGE
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].