3389 {
3391
3393 {
3397 {
3398 EntityAI entity_in_hands = GetHumanInventory().GetEntityInHands();
3400 {
3402 }
3403 }
3406 }
3407
3409 {
3410 SetSynchDirty();
3411
3413 {
3414 if (m_TransportCache)
3415 m_TransportCache.MarkCrewMemberUnconscious(m_TransportCache.CrewMemberIndex(this));
3416 }
3417
3418
3420
3422 {
3424 }
3425
3426
3427 if (GetMeleeFightLogic())
3428 {
3429 GetMeleeFightLogic().SetBlock(false);
3430 }
3431 }
3432
3433 SetMasterAttenuation("UnconsciousAttenuation");
3434
3437 }
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)