5852 {
5853
5854 m_PlayerSelected = true;
5855
5857
5859
5860 PlayerIdentity identity = GetIdentity();
5861
5862#ifdef FEATURE_NETWORK_RECONCILIATION
5863 if (identity)
5864 {
5866 identity.Possess(this);
5867 }
5868#endif
5869
5871 {
5872 if (identity)
5873 {
5876 }
5877
5879 SetAITargetCallbacks(new AITargetCallbacksPlayer(this));
5880
5881 array<ref Param> params = new array<ref Param>;
5883 {
5885 Param1<int> paramCount = new Param1<int>(count);
5886 params.Insert(paramCount);
5887 for (int i = 0; i < count; i++)
5888 {
5891 }
5892
5893 if (count > 0 &&
GetGame().IsMultiplayer())
5894 {
5895 GetGame().
RPC(
this,
ERPCs.RPC_INIT_SET_QUICKBAR, params,
true, identity);
5896 }
5898 }
5899
5902
5903 SetSynchDirty();
5904
5905 if (
GetGame().IsMultiplayer())
5906 {
5907
5909 {
5912 }
5913
5915 }
5916 }
5917
5919 {
5922
5924 }
5926 {
5930
5931 }
5933 {
5935 }
5936
5938 {
5940 {
5942
5944 }
5945
5950
5953 if (idx == GameConstants.DEFAULT_CHARACTER_MENU_ID || idx > characterCount)
5954 {
5956 }
5957
5959
5962 #ifdef DIAG_DEVELOPER
5963 m_TargetTemperatureDiag = PluginTargetTemperature.Cast(
GetPlugin(PluginTargetTemperature));
5964 m_TargetTemperatureDiag.Init(this);
5965 #endif
5967 }
5968
5969#ifdef BOT
5970 m_Bot = new Bot(this);
5971 m_Bot.Start(true, new MyBotTrigger(this));
5972#endif
5973 }
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()