1027 {
1028
1030 {
1031 return true;
1032 }
1033
1035 {
1036 return false;
1037 }
1038
1040 if (item)
1041 {
1043 {
1044 return false;
1045 }
1046 }
1047
1048 if ((
m_Player.GetWeaponManager() &&
m_Player.GetWeaponManager().IsRunning()) || (
m_Player.GetActionManager() &&
m_Player.GetActionManager().GetRunningAction()))
1049 {
1050 return false;
1051 }
1052
1054 {
1055 return false;
1056 }
1057
1059 {
1060 return false;
1061 }
1062
1064 if (cm)
1065 {
1067 return false;
1069 return false;
1070 }
1071
1072
1074 {
1075 return false;
1076 }
1077
1078 if (
m_Player.GetDayZPlayerInventory().IsProcessing())
1079 {
1080 return false;
1081 }
1082
1085 {
1086 int callback_ID;
1087 int stancemask;
1088 bool is_fullbody;
1090 {
1091 return true;
1092 }
1093 }
1094
1095 return false;
1096 }
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
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