62 if(player.IsRestrained())
77 string new_item_name = MiscGameplayFunctions.ObtainRestrainItemTargetClassname(item_in_hands);
78 MiscGameplayFunctions.TurnItemIntoItemEx(player,
new TurnItemIntoItemLambdaRestrainLambda(item_in_hands, new_item_name, action_data.
m_Player));
protected float m_SpecialtyWeight
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
protected bool m_FullBody
protected int m_StanceMask
class ActionTargets ActionTarget
protected ActionData m_ActionData
ref CABase m_ActionComponent
override void CreateActionComponent()
const float DEFAULT_RESTRAIN_TIME
override void OnFinishProgressServer(ActionData action_data)
void ActionRestrainSelf()
override int GetStanceMask(PlayerBase player)
override void CreateConditionComponents()
override bool HasAlternativeInterrupt()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnFinishProgressClient(ActionData action_data)
override bool HasTarget()
protected int m_CommandUID
protected m_CallbackClass
DayZPlayerConstants
defined in C++
const float DEBUG_QUICK_UNRESTRAIN_TIME