2389 {
2391
2395
2397 {
2399 {
2401 }
2402 }
2403
2404 if (IsControlledPlayer())
2405 {
2408
2411 {
2412 m_Hud.UpdateBloodName();
2414 g_Game.GetUIManager().CloseAll();
2417
2418 m_Hud.ShowQuickbarUI(
true);
2419 m_Hud.UpdateQuickbarGlobalVisibility();
2420 m_Hud.InitHeatBufferUI(
this);
2421 m_Hud.OnPlayerLoaded();
2422 }
2424 }
2425 if (!
g_Game.IsDedicatedServer())
2426 {
2430 }
2431 int slotId = InventorySlots.GetSlotIdFromString("Head");
2432 m_CharactersHead = Head_Default.Cast(GetInventory().FindPlaceholderForSlot(slotId));
2436
2438 if (wpn)
2439 {
2441 {
2442 wpn.DelayedValidateAndRepair();
2443 }
2444 else
2445 {
2446 wpn.ValidateAndRepair();
2447 }
2448 }
2449
2451 }
void VirtualHud(PlayerBase player)
void PlayerSoundEventHandler(PlayerBase player)
void ReplaceSoundEventHandler(PlayerBase player)
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()
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerInstanceType GetInstanceType()