1822 {
1824 return false;
1825
1827 return false;
1828
1829 if (
IsRaised() && GetInputInterface().SyncedPress(
"UAGetOverControllerHelper"))
1830 {
1831 return false;
1832 }
1833
1834 HumanItemBehaviorCfg hibcfg = GetItemAccessor().GetItemInHandsBehaviourCfg();
1836 return false;
1837
1838 if (climbRes)
1839 {
1841 if (Class.CastTo(entity,climbRes.m_GrabPointParent) && entity.IsHologram())
1842 return false;
1843 if (Class.CastTo(entity,climbRes.m_ClimbStandPointParent) && entity.IsHologram())
1844 return false;
1845 if (Class.CastTo(entity,climbRes.m_ClimbOverStandPointParent) && entity.IsHologram())
1846 return false;
1847 }
1848
1849 return true;
1850 }
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++