2265 {
2267
2271
2273 {
2275 {
2277 }
2278 }
2279
2280 if (IsControlledPlayer())
2281 {
2285 {
2286 m_Hud.UpdateBloodName();
2291
2292 m_Hud.ShowQuickbarUI(
true);
2293 m_Hud.UpdateQuickbarGlobalVisibility();
2294 m_Hud.InitHeatBufferUI(
this);
2295 m_Hud.OnPlayerLoaded();
2296 }
2298 }
2299 if (!
GetGame().IsDedicatedServer())
2300 {
2304 }
2305 int slotId = InventorySlots.GetSlotIdFromString("Head");
2306 m_CharactersHead = Head_Default.Cast(GetInventory().FindPlaceholderForSlot(slotId));
2310
2312 if (wpn)
2313 {
2315 {
2316 wpn.DelayedValidateAndRepair();
2317 }
2318 else
2319 {
2320 wpn.ValidateAndRepair();
2321 }
2322 }
2323
2325 }
void VirtualHud(PlayerBase player)
void PlayerSoundEventHandler(PlayerBase player)
void ReplaceSoundEventHandler(PlayerBase player)
proto native UIManager GetUIManager()
override ScriptCallQueue GetCallQueue(int call_category)
proto native Mission GetMission()
void UpdateHairSelectionVisibility(bool was_debug=false)
void PreloadDecayTexture()
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()
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
bool CloseAll()
Close all opened menus.
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerInstanceType GetInstanceType()
proto native CGame GetGame()