2570 {
2572
2576
2578 {
2580 {
2582 }
2583 }
2584
2585 if (IsControlledPlayer())
2586 {
2588
2591 {
2592 m_Hud.UpdateBloodName();
2594 g_Game.GetUIManager().CloseAll();
2597
2598 m_Hud.ShowQuickbarUI(
true);
2599 m_Hud.UpdateQuickbarGlobalVisibility();
2600 m_Hud.InitHeatBufferUI(
this);
2601 m_Hud.OnPlayerLoaded();
2602 }
2604 }
2605 if (!
g_Game.IsHeadlessOrDedicatedServer())
2606 {
2610 }
2611 int slotId = InventorySlots.GetSlotIdFromString("Head");
2612 m_CharactersHead = Head_Default.Cast(GetInventory().FindPlaceholderForSlot(slotId));
2616
2618 if (wpn)
2619 {
2621 {
2622 wpn.DelayedValidateAndRepair();
2623 }
2624 else
2625 {
2626 wpn.ValidateAndRepair();
2627 }
2628 }
2629
2631 }
void PlayerSoundEventHandler(PlayerBase player)
void ReplaceSoundEventHandler(PlayerBase player)
void UpdateHairSelectionVisibility(bool was_debug=false)
void PreloadDecayTexture()
VirtualHud GetVirtualHud()
ref Environment m_Environment
GameplayEffectWidgets_base m_EffectWidgets
effect widgets
bool m_HasBloodTypeVisible
ref VirtualHud m_VirtualHud
void UpdateCorpseStateVisual()
ItemBase GetItemInHands()
Head_Default m_CharactersHead
PluginLifespan m_ModuleLifespan
int m_HasBloodyHandsVisible
void CheckHairClippingOnCharacterLoad()
helper method for re-checking hairhiding on character load
void SetPlayerRespawning(bool state)
void OnPlayerRespawned(Man player)
GameplayEffectWidgets_base GetEffectWidgets()
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerInstanceType GetInstanceType()