1806 {
1808 return false;
1809
1811 return false;
1812
1813 if (
IsRaised() && GetInputInterface().SyncedPress(
"UAGetOverControllerHelper"))
1814 {
1815 return false;
1816 }
1817
1818 HumanItemBehaviorCfg hibcfg = GetItemAccessor().GetItemInHandsBehaviourCfg();
1820 return false;
1821
1822 if (climbRes)
1823 {
1825 if (Class.CastTo(entity,climbRes.m_GrabPointParent) && entity.IsHologram())
1826 return false;
1827 if (Class.CastTo(entity,climbRes.m_ClimbStandPointParent) && entity.IsHologram())
1828 return false;
1829 if (Class.CastTo(entity,climbRes.m_ClimbOverStandPointParent) && entity.IsHologram())
1830 return false;
1831 }
1832
1833 return true;
1834 }
bool IsFBSymptomPlaying()
bool IsInFBEmoteState()
Checks if fullbody animation or specific locked state is active in emote manager.
ref HumanMovementState m_MovementState
time step for gradual update of dead screen visibilibty up to full visbility [s]
bool m_bJumpAllowed
default false
DayZPlayerConstants
defined in C++