6532 {
6533 if (super.OnInputUserDataProcess(userDataType, ctx))
6534 return true;
6535
6537 return true;
6538
6540 return true;
6541
6543 return true;
6544
6546 return true;
6547
6549 return true;
6550
6552 return true;
6553
6555 return true;
6556
6558 {
6559 int presence;
6560 if (!ctx.
Read(presence))
6561 return false;
6562
6565
6566 return true;
6567 }
6568
6569 string uid;
6570 bool mute;
6572 {
6573 if (ctx.
Read(uid) && ctx.
Read(mute))
6574 {
6575 g_Game.MutePlayer(uid, GetIdentity().GetPlainId(), mute);
6576
6577
6578 }
6579 }
6580
6583
6586
6589 return false;
6590 }
override bool OnInventoryCheck(int userDataType, ParamsReadContext ctx)
override bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)
bool ReadLiftWeaponRequest(int userDataType, ParamsReadContext ctx)
bool ResetADSPlayerSync(int userDataType, ParamsReadContext ctx)
server only
bool TogglePlacingServer(int userDataType, ParamsReadContext ctx)
ref WeaponManager m_WeaponManager
bool HandleRemoteItemManipulation(int userDataType, ParamsReadContext ctx)
EUndergroundPresence m_UndergroundPresence
QuickBarBase m_QuickBarBase
ActionManagerBase m_ActionManager
ref EmoteManager m_EmoteManager
proto bool Read(void value_in)