8463 {
8464
8466 {
8467 Weapon_Base weap;
8469 {
8471 float obstruct;
8472 bool limited = weap.LiftWeaponCheckEx(this, obstruct, hitObject);
8473 if (weap.UseWeaponObstruction(this, obstruct, hitObject))
8474 {
8475 limited = false;
8476 }
8477 else
8478 {
8479 obstruct = 0.0;
8480 }
8481
8482 obstruct = Math.Clamp( obstruct, 0, 1 );
8483
8484 if (m_LiftWeapon_player != limited || m_ObstructWeapon_player != obstruct)
8485 {
8487 }
8488 }
8489 else if (m_LiftWeapon_player || m_ObstructWeapon_player > 0)
8490 {
8492 }
8493 }
8494 }
void SendLiftWeaponSync(bool state, float obstruct=0)
Client-side only.
ItemBase GetItemInHands()
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerInstanceType GetInstanceType()