2746 {
2748 {
2749 g_Game.GetUserManager().SelectUserEx(OnlineServices.GetBiosUser());
2750 }
2751
2753 {
2755 {
2756 NotificationSystem.AddNotification(
NotificationType.JOIN_FAIL_GET_SESSION, NotificationSystem.DEFAULT_TIME_DISPLAYED);
2757 }
2758 }
2759
2761 {
2762 return;
2763 }
2764
2766 {
2767 g_Game.GetUIManager().CloseAllSubmenus();
2768
2769 if (
g_Game.GetUIManager().IsDialogVisible() )
2770 {
2771 g_Game.GetUIManager().CloseDialog();
2772 }
2773 }
2774
2776 {
2778 }
2779
2781 {
2782 if (
g_Game.GetGameState() != DayZGameState.MAIN_MENU)
2783 {
2785 {
2786 NotificationSystem.AddNotification(
NotificationType.DISCONNECTED, NotificationSystem.DEFAULT_TIME_DISPLAYED);
2787 }
2788
2789 g_Game.GetMission().AbortMission();
2790
2792 SetLoadState(DayZLoadState.MAIN_MENU_CONTROLLER_SELECT);
2793
2795 }
2796 }
2797
2798 else
2799 {
2801 }
2802 }
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)