5844 {
5845
5846 m_PlayerSelected = true;
5847
5849
5851
5852 PlayerIdentity identity = GetIdentity();
5853
5854#ifdef FEATURE_NETWORK_RECONCILIATION
5855 if (identity)
5856 {
5858 identity.Possess(this);
5859 }
5860#endif
5861
5863 {
5864 if (identity)
5865 {
5868 }
5869
5871 SetAITargetCallbacks(new AITargetCallbacksPlayer(this));
5872
5873 array<ref Param> params = new array<ref Param>;
5875 {
5877 Param1<int> paramCount = new Param1<int>(count);
5878 params.Insert(paramCount);
5879 for (int i = 0; i < count; i++)
5880 {
5883 }
5884
5885 if (count > 0 &&
GetGame().IsMultiplayer())
5886 {
5887 GetGame().
RPC(
this,
ERPCs.RPC_INIT_SET_QUICKBAR, params,
true, identity);
5888 }
5890 }
5891
5894
5895 SetSynchDirty();
5896
5897 if (
GetGame().IsMultiplayer())
5898 {
5899
5901 {
5904 }
5905
5907 }
5908 }
5909
5911 {
5914
5916 }
5918 {
5922
5923 }
5925 {
5927 }
5928
5930 {
5932 {
5934
5936 }
5937
5942
5945 if (idx == GameConstants.DEFAULT_CHARACTER_MENU_ID || idx > characterCount)
5946 {
5948 }
5949
5951
5954 #ifdef DIAG_DEVELOPER
5955 m_TargetTemperatureDiag = PluginTargetTemperature.Cast(
GetPlugin(PluginTargetTemperature));
5956 m_TargetTemperatureDiag.Init(this);
5957 #endif
5959 }
5960
5961#ifdef BOT
5962 m_Bot = new Bot(this);
5963 m_Bot.Start(true, new MyBotTrigger(this));
5964#endif
5965 }
PluginBase GetPlugin(typename plugin_type)
void PluginPresenceNotifier()
proto native void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
override ScriptCallQueue GetCallQueue(int call_category)
proto native MenuData GetMenuData()
Return singleton of MenuData class - at main menu contains characters played with current profile.
proto native void RPC(Object target, int rpcType, notnull array< ref Param > params, bool guaranteed, PlayerIdentity recipient=null)
Initiate remote procedure call. When called on client, RPC is evaluated on server; When called on ser...
proto native Mission GetMission()
PlayerStat< float > GetStatSpecialty()
ref CraftingManager m_CraftingManager
ModifiersManager GetModifiersManager()
string m_CachedPlayerName
SoftSkillsManager GetSoftSkillsManager()
override void OnGameplayDataHandlerSync()
PluginPresenceNotifier m_PresenceNotifier
ref array< ref Param2< EntityAI, int > > m_aQuickBarLoad
PluginRecipesManager m_ModuleRecipesManager
ref WeaponManager m_WeaponManager
ref ConstructionActionData m_ConstructionActionData
ref Timer m_DeathCheckTimer
QuickBarBase m_QuickBarBase
ActionManagerBase m_ActionManager
void SyncRespawnModeInfo(PlayerIdentity identity)
server-side
void EnableAllInputs(bool bForceSupress=false)
proto string GetName()
nick (short) name of player
proto string GetId()
unique id of player (hashed steamID, database Xbox id...) can be used in database or logs
proto void Call(func fn, 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 ...
void InitSpecialty(float specialty_level)
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerInstanceType GetInstanceType()
proto native CGame GetGame()