3556 {
3558 SetSynchDirty();
3562 {
3563 Hud hud =
g_Game.GetMission().GetHud();
3566 {
3567 g_Game.GetSoundScene().SetSoundVolume(
g_Game.m_volume_sound,1);
3568 PPERequester_UnconEffects requester = PPERequester_UnconEffects.Cast(PPERequesterBank.GetRequester(PPERequester_UnconEffects));
3569 requester.FadeOutEffect();
3571 UIManager uiManager =
g_Game.GetUIManager();
3573 {
3575 }
3577 {
3579 }
3580 }
3583 }
3585 {
3586
3587 if (IsAlive())
3588 g_Game.EnableVoN(
this,
true);
3589
3591 {
3593 }
3594 }
3595
3596 SetMasterAttenuation("");
3597
3600 }
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++