881 {
882
884 {
885 return true;
886 }
887
889 {
890
891 return false;
892 }
893
895 if (item)
896 {
898 {
899
900 return false;
901 }
902
903 SurrenderDummyItem sda;
905 {
906
907 return false;
908 }
909 }
910
911 if ((
m_Player.GetWeaponManager() &&
m_Player.GetWeaponManager().IsRunning()) || (
m_Player.GetActionManager() &&
m_Player.GetActionManager().GetRunningAction()))
912 {
913
914 return false;
915 }
916
918 {
919
920 return false;
921 }
922
924 {
925
926 return false;
927 }
928
930 if (cm)
931 {
933 return false;
935 return false;
936 }
937
938
940 {
941
942 return false;
943 }
944
945 if (
m_Player.GetDayZPlayerInventory().IsProcessing())
946 {
947
948 return false;
949 }
950
953 {
954 int callback_ID;
955 int stancemask;
956 bool is_fullbody;
958 {
959 return true;
960 }
961
962 }
963
964 return false;
965 }
const int CALLBACK_CMD_END
const int CALLBACK_CMD_INSTACANCEL
bool DetermineEmoteData(EmoteBase emote, out int callback_ID, out int stancemask, out bool is_fullbody)
Also includes a stance check for FB callbacks.
const int CALLBACK_CMD_GESTURE_INTERRUPT
ref map< int, ref EmoteBase > m_NameEmoteMap
HumanInputController m_HIC
Super root of all classes in Enforce script.
bool EmoteCondition(int stancemask)
proto native bool IsOnBack()
return true if prone is on back
proto native bool IsChangingStance()
returns true if character is changing stance
const int ID_EMOTE_SURRENDER
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.