fixes situation where raise is canceling some manipulation with heavy item(ex. TakeItemToHands), forces normal stance
2932 {
2933 super.EEItemIntoHands(item);
2934
2935 if (item)
2936 {
2937 MiscGameplayFunctions.RemoveAllAttachedChildrenByTypename(item, {Bolt_Base});
2938
2939 Weapon_Base w;
2940 if (Class.CastTo(w, item))
2941 {
2942 w.ResetWeaponAnimState();
2943
2945 if (cm)
2946 {
2948 GetMeleeFightLogic().SetBlock(false);
2949 }
2950 }
2951
2953 if (item.IsHeavyBehaviour() && IsRaised())
2954 {
2956 if (cm2)
2957 {
2959 }
2960 }
2961
2962 SurrenderDummyItem dummyItem;
2965
2967 }
2968 }
proto native void ForceStance(int pStanceIdx)
proto native void SetMeleeBlock(bool pBlock)
this enables/disables block
EmoteManager GetEmoteManager()
DayZPlayerConstants
defined in C++
class HumanItemBehaviorCfg OnItemInHandsChanged(bool pInstant=false)
signalization from script to engine that item in hands changed