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.