3820 {
3822 SetSynchDirty();
3826 {
3827#ifndef NO_GUI
3828 Hud hud =
g_Game.GetMission().GetHud();
3831 {
3832 g_Game.GetSoundScene().SetSoundVolume(
g_Game.m_volume_sound,1);
3833 PPERequester_UnconEffects requester = PPERequester_UnconEffects.Cast(PPERequesterBank.GetRequester(PPERequester_UnconEffects));
3834 requester.FadeOutEffect();
3836 UIManager uiManager =
g_Game.GetUIManager();
3838 {
3840 }
3842 {
3844 }
3845 }
3846#endif
3848#ifndef NO_GUI
3850#endif
3851 }
3853 {
3854
3855 if (IsAlive())
3856 g_Game.EnableVoN(
this,
true);
3857
3859 {
3861 }
3862 }
3863
3864 SetMasterAttenuation("");
3865
3868 }
void ShowHudUI(bool show)
void ShowQuickbarUI(bool show)
GameplayEffectWidgets_base m_EffectWidgets
effect widgets
float m_UnconsciousVignetteTarget
ref ScriptInvoker m_OnUnconsciousStop
float m_UnconRefillModifier
PluginAdminLog m_AdminLog
override void SetInventorySoftLock(bool status)
'soft lock' meaning inventory screen cannot be displayed, but mechanically, inventory operations are ...
proto native bool IsDialogVisible()
UIScriptedMenu FindMenu(int id)
Returns menu with specific ID if it is open (see MenuID)
bool IsMenuOpen(int id)
Returns true if menu with specific ID is opened (see MenuID)
proto native void CloseDialog()
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerInstanceType GetInstanceType()
DayZPlayerConstants
defined in C++