146 int mat = ((
m * 2) + 1);
207 if (!
GetGame().IsMultiplayer())
289 if (
player.m_CorpseState != 0)
296 switch (
level.GetLevel())
354 Print(
"Lifespan state missing");
396 Print(
"Lifespan state missing");
428 player.SetBloodyHandsEx(type);
439 player.SetBloodyHands(show);
469 return !
player.FindAttachmentBySlotName(
"Gloves"));
478 player.SetBloodTypeVisible(show);
481 player.m_Hud.UpdateBloodName();
void SetPlayerLifespanLevel(PlayerBase player, LifespanLevel level)
void UpdateBloodyHandsVisibility(PlayerBase player, bool show)
void SynchShowBloodTypeVisual(PlayerBase player, bool show)
static const int LIFESPAN_MAX
enum eBloodyHandsTypes COUNT
void UpdateLifespan(PlayerBase player, bool force_update=false)
void SynchBloodyHandsVisual(PlayerBase player, bool has_bloody_hands)
void SetBloodyHandsEx(PlayerBase player, eBloodyHandsTypes type)
void SynchLifespanVisual(PlayerBase player, int beard_state_visible, bool bloody_hands_visible, bool blood_type_visible, int blood_type)
void SynchBeardVisual(PlayerBase player, int state)
void UpdateBloodTypeVisibility(PlayerBase player, bool show)
void UpdateBloodType(PlayerBase player, int blood_type)
ref map< PlayerBase, int > m_BloodType
enum eBloodyHandsTypes BEARD_MEDIUM
enum eBloodyHandsTypes BEARD_NONE
void ChangeFakePlaytime(PlayerBase player, int change)
string GetCurrentHeadMaterial(PlayerBase player)
enum eBloodyHandsTypes BEARD_LARGE
enum eBloodyHandsTypes LIFESPAN_MIN
string GetCurrentHeadTexture(PlayerBase player)
void SetHandsMaterial(PlayerBase player, int material_type)
ref map< string, ref BloodyHands > m_BloodyHands
void UpdateLifespanLevel(PlayerBase player, float player_beard, bool force_update=false)
enum eBloodyHandsTypes BEARD_EXTRA
void SetBloodyHands(PlayerBase player, bool show)
bool CanMakeHandsBloody(PlayerBase player)
LifespanLevel GetLifespanLevel(string player_class, float age=0)
ref map< string, ref array< ref LifespanLevel > > m_LifespanLevels
void UpdateBloodyHandsVisibilityEx(PlayerBase player, eBloodyHandsTypes type)
ref map< PlayerBase, ref LifespanLevel > m_PlayerCurrentLevel
void SynchShowBloodType(PlayerBase player, int blood_type)
PluginBase GetPlugin(typename plugin_type)
const string STAT_PLAYTIME
const int MATERIAL_TYPE_BLOODY
const int MATERIAL_TYPE_NORMAL
provides access to slot configuration
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static PluginCameraTools GetInstance()
proto native CGame GetGame()
proto void Print(void var)
Prints content of variable to console/log.
array< string > TStringArray