3503 {
3505
3507
3509 {
3510 g_Game.GetMission().GetHud().ShowHudUI(
false);
3513 {
3514 EntityAI entity_in_hands = GetEntityInHands();
3516 {
3518 }
3519 }
3520 g_Game.GetSoundScene().SetSoundVolume(0,2);
3522 }
3523
3525 {
3526 SetSynchDirty();
3527
3529 {
3530 if (m_TransportCache)
3531 m_TransportCache.MarkCrewMemberUnconscious(m_TransportCache.CrewMemberIndex(this));
3532 }
3533
3534
3535 g_Game.EnableVoN(
this,
false);
3536
3538 {
3540 }
3541
3542
3543 if (GetMeleeFightLogic())
3544 {
3545 GetMeleeFightLogic().SetBlock(false);
3546 }
3547 }
3548
3549 SetMasterAttenuation("UnconsciousAttenuation");
3550
3553 }
class GP5GasMask extends MaskBase ItemBase
override bool IsRestrained()
GameplayEffectWidgets_base m_EffectWidgets
effect widgets
override bool CanDropEntity(notnull EntityAI item)
override void RequestSoundEventStop(EPlayerSoundEventID id, bool from_server_and_client=false, int param=EPlayerSoundEventParam.STOP_PLAYBACK)
void CloseInventoryMenu()
ref ScriptInvoker m_OnUnconsciousStart
invokers
PluginAdminLog m_AdminLog
bool DropItem(ItemBase item)
override void SetInventorySoftLock(bool status)
'soft lock' meaning inventory screen cannot be displayed, but mechanically, inventory operations are ...
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerInstanceType GetInstanceType()
DayZPlayerConstants
defined in C++