27 if (target_player.IsRestrained())
29 EntityAI item_in_hands_source = source_player.GetItemInHands();
31 ItemBase item_in_hands_target = target_player.GetItemInHands();
36 string item_in_hands_name = item_in_hands_source.GetType();
76 EntityAI item_in_hands_source = player.GetItemInHands();
78 if( other_player.IsRestrained() )
80 EntityAI item_in_hands_target = other_player.GetItemInHands();
84 if( item_in_hands_target )
88 string item_in_hands_name = item_in_hands_source.GetType();
114 EntityAI restraining_item = player_target.GetItemInHands();
116 player_target.SetRestrained(
false);
125 string item_in_hands_name = unrestraining_tool.GetType();
126 float damageToTool = 0;
138 MiscGameplayFunctions.DealAbsoluteDmg(action_data.
m_MainItem, damageToTool);
141 MiscGameplayFunctions.TransformRestrainItem(restraining_item, unrestraining_tool, player_source, player_target,
true);
156 m_OldItem = old_item;
161 super.OnSuccess(new_item);
165 new_item.SetHealth(
"",
"",0);
179 EntityAI newItem = super.CreateNewEntity();
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
bool CanReceiveAction(ActionTarget target)
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
const int ECE_PLACE_ON_SURFACE
class OptionSelectorMultistate extends OptionSelector class_name
void ActionContinuousBase()
ref ActionTarget m_Target
override void OnFinishProgressServer(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
void ActionUnrestrainTarget()
override void CreateConditionComponents()
float ObtainUnrestrainTime()
const float DEFAULT_UNRESTRAIN_TIME
override void CreateActionComponent()
static ref TStringArray ARRAY_STRING
static ref TFloatArray ARRAY_FLOAT
PlayerBase m_TargetPlayer
override void OnSuccess(EntityAI new_item)
void ReplaceAndDestroyLambda(EntityAI old_item, string new_item_type, PlayerBase player, bool destroy=false)
EntityAI CreateNewEntity()
void ReplaceAndDestroyLambdaEx(EntityAI old_item, string new_item_type, PlayerBase player, bool destroy=false, bool enableDrop=true)
DayZPlayerConstants
defined in C++
const float DEBUG_QUICK_UNRESTRAIN_TIME