10 EntityAI item_in_hands = targetPlayer.GetItemInHands();
12 if ( item_in_hands.ConfigIsExisting(
"StruggleLength") )
47 super.OnStartServer(action_data);
49 action_data.m_Player.TryHideItemInHands(
true);
54 super.OnEndServer(action_data);
56 action_data.m_Player.TryHideItemInHands(
false);
68 return targetPlayer && targetPlayer.IsRestrained();
77 EntityAI item_in_hands = targetPlayer.GetItemInHands();
78 targetPlayer.SetRestrained(
false);
81 MiscGameplayFunctions.TransformRestrainItem(item_in_hands, null, action_data.m_Player, targetPlayer);
85 ErrorEx(
"Failed to obtain item in target player's hands during empty handed unrestraining");
92 action_data.m_Player.TryHideItemInHands(
true);
97 if ( action_data.m_Player ) action_data.m_Player.TryHideItemInHands(
false);
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
bool CanReceiveAction(ActionTarget target)
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override void OnEndServer(ActionData action_data)
override void OnEndClient(ActionData action_data)
override void OnStartClient(ActionData action_data)
override void OnStartServer(ActionData action_data)
override void OnFinishProgressServer(ActionData action_data)
void ActionUnrestrainTargetHands()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
const float DEFAULT_STRUGGLE_TIME
const float UNRESTRAIN_STRUGGLE_MULTIPLIER
override void CreateActionComponent()
DayZPlayerConstants
defined in C++
const float DEBUG_QUICK_UNRESTRAIN_TIME