class PlayerBaseClientSource
SurvivorBase › PlayerBaseClient › PlayerBase › ManBase › DayZPlayerImplement › DayZPlayer › Human › Man › Person › Pawn › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
All members, including inherited
Members 4
static ScriptedLightBase m_PersonalLightstatic bool m_PersonalLightEnabledOnCurrentServer = false"disablePersonalLight" in server.cfg decides if this is true or false
static bool m_PersonalLightDisabledByDebug = falsestatic bool m_PersonalLightIsSwitchedOn = trueMethods 5
static void CreatePersonalLight()Creates PL if it doesn't exist already.
References ScriptedLightBase.CreateLight(), CGame.IsMultiplayer(), CGame.IsServer()
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, m_PersonalLightReferenced by UpdatePersonalLight()
override void OnGameplayDataHandlerSync()static void SwitchPersonalLight(bool state)Controls the ON/OFF switch of the Personal Light. PL will still shine only if the server allows it.
References CGame.IsMultiplayer(), CGame.IsServer(), UpdatePersonalLight()
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, m_PersonalLightIsSwitchedOnReferenced by DayZPlayerCameraBase.SetNVPostprocess()
static void UpdatePersonalLight()Updates state of PL
Referenced by OnGameplayDataHandlerSync(), SwitchPersonalLight(), PluginDiagMenu.CheckPersonalLight()
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, PluginDiagMenuClient.CBMiscPersonalLight()static void UpdateHitDirectionValues()References HitDirectionEffectBase.CheckValues()
Referenced by OnGameplayDataHandlerSync()