1780 {
1782 return false;
1783
1785 return false;
1786
1787 if (
IsRaised() && GetInputInterface().SyncedPress(
"UAGetOverControllerHelper"))
1788 {
1789 return false;
1790 }
1791
1792 HumanItemBehaviorCfg hibcfg = GetItemAccessor().GetItemInHandsBehaviourCfg();
1794 return false;
1795
1796 if (climbRes)
1797 {
1799 if (Class.CastTo(entity,climbRes.m_GrabPointParent) && entity.IsHologram())
1800 return false;
1801 if (Class.CastTo(entity,climbRes.m_ClimbStandPointParent) && entity.IsHologram())
1802 return false;
1803 if (Class.CastTo(entity,climbRes.m_ClimbOverStandPointParent) && entity.IsHologram())
1804 return false;
1805 }
1806
1807 return true;
1808 }
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++