void PLAYER:GetHealthBarStops( Player toDrag, Weapon _ )
Forces this player to start dragging toDrag.
The second argument of this function is never actually used.
void PLAYER:StopDragging( Player toStopDragging )
Forces this player to stop dragging toStopDragging.
void PLAYER:BreakOutOfCuffs()
Forces this player to break out of their cuffs.
void PLAYER:CuffGag()
Gags this player, disabling their voice chat and putting rope around their mouth.
void PLAYER:CuffUnGag()
Ungags this player, re-enabling their voice chat and removing the rope around their mouth.
void PLAYER:CuffBlindfold()
Blindfolds this player, making their screen black and putting rope around their eyes.
void PLAYER:CuffUnBlind()
Unblinds this player, re-enabling their vision and removing the rope around their eyes.
These are accessed by Player:GetNWType( "VarName" ). You can also Set them, but you shouldn't unless you know what you're doing.
Whether this player is being dragged.
The player who is dragging this player.
Whether this player is gagged.
Whether this player is blindfolded.
Whether the weapon is restraints, which restricts the player who has them.
This is only set on weapon st_cuffed and is provided for extensibility.
A table of players this player is dragging.
Each key in this table is the player and each corresponding value is a boolean, which is always true.
STCuffs actually makes no distinction between the value being true or false, as players who are no longer captives are simply removed from the table.