9 if (
m_ActionData.m_MainItem.ConfigIsExisting(
"StruggleLength") )
11 time =
m_ActionData.m_MainItem.ConfigGetFloat(
"StruggleLength");
66 return player.IsRestrained();
88 EntityAI item_in_hands = action_data.m_MainItem;
92 if (item_in_hands.IsInherited(BarbedWireLocked))
95 player.m_BleedingManagerServer.AttemptAddBleedingSourceBySelection(
PlayerBase.m_BleedingSourcesUp[randNum]);
97 player.SetRestrained(
false);
99 MiscGameplayFunctions.TransformRestrainItem(item_in_hands, null, null, player);
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void SetCommand(int command_uid)
void ActionContinuousBase()
override void CreateConditionComponents()
override void OnEndAnimationLoopServer(ActionData action_data)
override bool HasTarget()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnFinishProgressServer(ActionData action_data)
override bool CanBeUsedInRestrain()
override bool HasProneException()
void ActionUnrestrainSelf()
override void CreateActionComponent()
const float DEFAULT_STRUGGLE_TIME
override void EndActionComponent()
void ReplaceItemWithNewLambdaBase(EntityAI old_item, string new_item_type)
DayZPlayerConstants
defined in C++
const float CLEAN_UNRESTRAIN_DAMAGE
const float DEBUG_QUICK_UNRESTRAIN_TIME
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].