3370 {
3372
3374 {
3378 {
3379 EntityAI entity_in_hands = GetHumanInventory().GetEntityInHands();
3381 {
3383 }
3384 }
3387 }
3388
3390 {
3391 SetSynchDirty();
3392
3394 {
3395 if (m_TransportCache)
3396 m_TransportCache.MarkCrewMemberUnconscious(m_TransportCache.CrewMemberIndex(this));
3397 }
3398
3399
3401
3403 {
3405 }
3406
3407
3408 if (GetMeleeFightLogic())
3409 {
3410 GetMeleeFightLogic().SetBlock(false);
3411 }
3412 }
3413
3414 SetMasterAttenuation("UnconsciousAttenuation");
3415
3418 }
class GP5GasMask extends MaskBase ItemBase
proto native void EnableVoN(Object player, bool enable)
Enable/disable VoN for target player.
proto native AbstractSoundScene GetSoundScene()
proto native Mission GetMission()
void ShowHudUI(bool show)
override bool IsRestrained()
GameplayEffectWidgets_base m_EffectWidgets
effect widgets
override bool CanDropEntity(notnull EntityAI item)
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++
proto native CGame GetGame()
proto native void SetSoundVolume(float vol, float time)