2702 {
2704 {
2705 g_Game.GetUserManager().SelectUserEx(OnlineServices.GetBiosUser());
2706 }
2707
2709 {
2711 {
2712 NotificationSystem.AddNotification(
NotificationType.JOIN_FAIL_GET_SESSION, NotificationSystem.DEFAULT_TIME_DISPLAYED);
2713 }
2714 }
2715
2717 {
2718 return;
2719 }
2720
2722 {
2723 g_Game.GetUIManager().CloseAllSubmenus();
2724
2725 if (
g_Game.GetUIManager().IsDialogVisible() )
2726 {
2727 g_Game.GetUIManager().CloseDialog();
2728 }
2729 }
2730
2732 {
2734 }
2735
2737 {
2738 if (
g_Game.GetGameState() != DayZGameState.MAIN_MENU)
2739 {
2741 {
2742 NotificationSystem.AddNotification(
NotificationType.DISCONNECTED, NotificationSystem.DEFAULT_TIME_DISPLAYED);
2743 }
2744
2745 g_Game.GetMission().AbortMission();
2746
2748 SetLoadState(DayZLoadState.MAIN_MENU_CONTROLLER_SELECT);
2749
2751 }
2752 }
2753
2754 else
2755 {
2757 }
2758 }
NotificationType
DEPRECATED (moved into NotificationSystem)
DayZGameState GetGameState()
void SetLoadState(DayZLoadState state)
proto native void DisconnectSessionForce()
Forces disconnect from current multiplayer session even if not yet in the game.
void SetGameState(DayZGameState state)