8817 {
8818
8820 {
8821 Weapon_Base weap;
8823 {
8825 float obstruct;
8826 bool limited = weap.LiftWeaponCheckEx(this, obstruct, hitObject);
8827 if (weap.UseWeaponObstruction(this, obstruct, hitObject))
8828 {
8829 limited = false;
8830 }
8831 else
8832 {
8833 obstruct = 0.0;
8834 }
8835
8836 obstruct = Math.Clamp( obstruct, 0, 1 );
8837
8838 if (m_LiftWeapon_player != limited || m_ObstructWeapon_player != obstruct)
8839 {
8841 }
8842 }
8843 else if (m_LiftWeapon_player || m_ObstructWeapon_player > 0)
8844 {
8846 }
8847 }
8848 }
void SendLiftWeaponSync(bool state, float obstruct=0)
Client-side only.
ItemBase GetItemInHands()
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerInstanceType GetInstanceType()