879 {
880
882 {
883 return true;
884 }
885
887 {
888
889 return false;
890 }
891
893 if (item)
894 {
896 {
897
898 return false;
899 }
900
901 SurrenderDummyItem sda;
903 {
904
905 return false;
906 }
907 }
908
909 if ((
m_Player.GetWeaponManager() &&
m_Player.GetWeaponManager().IsRunning()) || (
m_Player.GetActionManager() &&
m_Player.GetActionManager().GetRunningAction()))
910 {
911
912 return false;
913 }
914
916 {
917
918 return false;
919 }
920
922 {
923
924 return false;
925 }
926
928 if (cm)
929 {
931 return false;
933 return false;
934 }
935
936
938 {
939
940 return false;
941 }
942
943 if (
m_Player.GetDayZPlayerInventory().IsProcessing())
944 {
945
946 return false;
947 }
948
951 {
952 int callback_ID;
953 int stancemask;
954 bool is_fullbody;
956 {
957 return true;
958 }
959
960 }
961
962 return false;
963 }
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.