2256 {
2258
2262
2264 {
2266 {
2268 }
2269 }
2270
2271 if (IsControlledPlayer())
2272 {
2276 {
2277 m_Hud.UpdateBloodName();
2282
2283 m_Hud.ShowQuickbarUI(
true);
2284 m_Hud.UpdateQuickbarGlobalVisibility();
2285 m_Hud.InitHeatBufferUI(
this);
2286 m_Hud.OnPlayerLoaded();
2287 }
2289 }
2290 if (!
GetGame().IsDedicatedServer())
2291 {
2295 }
2296 int slotId = InventorySlots.GetSlotIdFromString("Head");
2297 m_CharactersHead = Head_Default.Cast(GetInventory().FindPlaceholderForSlot(slotId));
2301
2303 if (wpn)
2304 {
2306 {
2307 wpn.DelayedValidateAndRepair();
2308 }
2309 else
2310 {
2311 wpn.ValidateAndRepair();
2312 }
2313 }
2314
2316 }
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()