3 const float DEFAULT_RESTRAIN_TIME = 2;
5 override void CreateActionComponent()
7 float time = DEFAULT_RESTRAIN_TIME;
9 if( m_ActionData.m_MainItem.ConfigIsExisting(
"RestrainTime") )
11 time = m_ActionData.m_MainItem.ConfigGetFloat(
"RestrainTime");
14 if( m_ActionData.m_Player.IsQuickRestrain() )
44 override void CreateConditionComponents()
50 override bool HasTarget()
55 override bool HasAlternativeInterrupt()
62 if(player.IsRestrained())
70 override void OnFinishProgressServer(
ActionData action_data )
73 EntityAI item_in_hands = action_data.m_MainItem;
77 string new_item_name = MiscGameplayFunctions.ObtainRestrainItemTargetClassname(item_in_hands);
78 MiscGameplayFunctions.TurnItemIntoItemEx(player,
new TurnItemIntoItemLambdaRestrainLambda(item_in_hands, new_item_name, action_data.m_Player));
82 override void OnFinishProgressClient(
ActionData action_data )