9 if(
m_ActionData.m_MainItem.ConfigIsExisting(
"RestrainTime") )
11 time =
m_ActionData.m_MainItem.ConfigGetFloat(
"RestrainTime");
62 if(player.IsRestrained())
72 super.OnStartServer(action_data);
74 action_data.m_Player.SetRestrainStarted(
true);
80 EntityAI item_in_hands = action_data.m_MainItem;
85 string new_item_name = MiscGameplayFunctions.ObtainRestrainItemTargetClassname(item_in_hands);
86 TurnItemIntoItemLambdaRestrainLambda lambda =
new TurnItemIntoItemLambdaRestrainLambda(item_in_hands, new_item_name, action_data.m_Player);
87 MiscGameplayFunctions.TurnItemIntoItemEx(player, lambda);
98 super.OnEndServer(action_data);
100 action_data.m_Player.SetRestrainStarted(
false);
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
void ClearInventoryReservationEx(ActionData action_data)
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnFinishProgressClient(ActionData action_data)
override void OnFinishProgressServer(ActionData action_data)
void ActionRestrainSelf()
override void OnStartServer(ActionData action_data)
override bool HasAlternativeInterrupt()
override int GetStanceMask(PlayerBase player)
override void CreateConditionComponents()
override bool HasTarget()
override void OnEndServer(ActionData action_data)
const float DEFAULT_RESTRAIN_TIME
override void CreateActionComponent()
DayZPlayerConstants
defined in C++
const float DEBUG_QUICK_UNRESTRAIN_TIME