3757 {
3759
3761
3763 {
3764#ifndef NO_GUI
3765 g_Game.GetMission().GetHud().ShowHudUI(
false);
3766#endif
3770 {
3771 EntityAI entityInHands = GetEntityInHands();
3773 {
3775 }
3776 }
3777
3778 g_Game.GetSoundScene().SetSoundVolume(0,2);
3779#ifndef NO_GUI
3781#endif
3782
3783#ifdef ROBOCLIENT
3784 RequestRespawnBot();
3785#endif
3786 }
3787
3789 {
3790 SetSynchDirty();
3791
3793 {
3794 if (m_TransportCache)
3795 m_TransportCache.MarkCrewMemberUnconscious(m_TransportCache.CrewMemberIndex(this));
3796 }
3797
3798
3799 g_Game.EnableVoN(
this,
false);
3800
3802 {
3804 }
3805
3806
3807 if (GetMeleeFightLogic())
3808 {
3809 GetMeleeFightLogic().SetBlock(false);
3810 }
3811 }
3812
3813 SetMasterAttenuation("UnconsciousAttenuation");
3814
3817 }
class GP5GasMask extends MaskBase ItemBase
proto native bool IsRagdoll()
override bool IsSurrendered()
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++
void HumanCommandUnconscious()