Setup player preview for equipment panel
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@@ -76,6 +76,15 @@ void USessionLossResolver::ResolveLoss(ESessionLossCause Cause)
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OnSessionLossResolved.Broadcast(Cause, bWentToHoldingCell);
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}
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void USessionLossResolver::ResolveSleepLoss()
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{
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// §4.4: sleeping is the deterministic side of the theft model — everything left
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// outside the apartment is lost, regardless of the in-session grace / roll state.
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// No autosave here: the sleep flow persists once via UTimeOfDaySubsystem::Sleep(),
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// which runs immediately after this. Callers must ensure a save follows.
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LoseAllWorldClothing();
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}
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void USessionLossResolver::LoseAllWorldClothing()
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{
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UGlobalSaveGameData* Save = GetSave();
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