1717 {
1719 return false;
1720
1722 return false;
1723
1724 if (
IsRaised() && GetInputInterface().SyncedPress(
"UAGetOverControllerHelper"))
1725 {
1726 return false;
1727 }
1728
1729 HumanItemBehaviorCfg hibcfg = GetItemAccessor().GetItemInHandsBehaviourCfg();
1731 return false;
1732
1733 if (climbRes)
1734 {
1736 if (Class.CastTo(entity,climbRes.m_GrabPointParent) && entity.IsHologram())
1737 return false;
1738 if (Class.CastTo(entity,climbRes.m_ClimbStandPointParent) && entity.IsHologram())
1739 return false;
1740 if (Class.CastTo(entity,climbRes.m_ClimbOverStandPointParent) && entity.IsHologram())
1741 return false;
1742 }
1743
1744 return true;
1745 }
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++