1060 {
1061
1063 {
1064 return true;
1065 }
1066
1068 {
1069 return false;
1070 }
1071
1073 if (item)
1074 {
1076 {
1077 return false;
1078 }
1079
1080 SurrenderDummyItem sda;
1082 {
1083 return false;
1084 }
1085 }
1086
1087 if ((
m_Player.GetWeaponManager() &&
m_Player.GetWeaponManager().IsRunning()) || (
m_Player.GetActionManager() &&
m_Player.GetActionManager().GetRunningAction()))
1088 {
1089 return false;
1090 }
1091
1093 {
1094 return false;
1095 }
1096
1098 {
1099 return false;
1100 }
1101
1103 if (cm)
1104 {
1106 return false;
1108 return false;
1109 }
1110
1111
1113 {
1114 return false;
1115 }
1116
1117 if (
m_Player.GetDayZPlayerInventory().IsProcessing())
1118 {
1119 return false;
1120 }
1121
1124 {
1125 int callback_ID;
1126 int stancemask;
1127 bool is_fullbody;
1129 {
1130 return true;
1131 }
1132 }
1133
1134 return false;
1135 }
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.