# Player

## Structs/Classes

```csharp
struct DamageHandler
{
    short damage;
    string deathReason;
    Player killer;
    string killID;
    bool instant;
}

struct AmmoData
{
    string ammoType;
    short current;
    short maxAmmo;
}

class KeyData
{
    byte containment;
    byte armory;
    bool checkpoint;
    bool surface;
    bool intercom;
    bool warhead;
    
    public bool Compare(KeyData toCompare) {}
}
```

## Functions

\[<mark style="color:blue;">SERVER</mark>/<mark style="color:green;">Client</mark>] AddToInventory(Akequ.Base.Item item)

\[<mark style="color:blue;">SERVER</mark>] GiveItem(System.String script)

\[<mark style="color:blue;">SERVER</mark>/<mark style="color:green;">Client</mark>] SetClass(System.String className)

\[<mark style="color:blue;">SERVER</mark>] ChangeHealth(DamageHandler damage)

\[<mark style="color:green;">Client</mark>] SetVCChannelServer(System.Int32 channel, System.String sendroom, System.String recieveroom)

\[<mark style="color:green;">Client</mark>] SetVCChannelClient(System.Int32 channel, System.String sendroom, System.String recieveroom)

\[<mark style="color:blue;">SERVER</mark>/<mark style="color:green;">Client</mark>] CanInteract(System.Boolean status)

\[<mark style="color:green;">Client</mark>] Jump()

\[<mark style="color:green;">Client</mark>] Run(System.Boolean state)

\[<mark style="color:green;">Client</mark>] SCPWasSeen()

\[<mark style="color:blue;">SERVER</mark>] Teleport(UnityEngine.Vector3 vec)

\[<mark style="color:green;">Client</mark>] UpdateRoomsVisiblity()

\[<mark style="color:blue;">SERVER</mark>] RemoveItemOnServer(Akequ.Base.Item it)

\[<mark style="color:blue;">SERVER</mark>] DropAllItems()

\[<mark style="color:blue;">SERVER</mark>] GetAvailAmmo(System.String ammoType)

\[<mark style="color:blue;">SERVER</mark>] SetAvailAmmo(System.String ammoType, System.UInt16 value)

\[<mark style="color:blue;">SERVER</mark>/<mark style="color:green;">Client</mark>] GetSpawnPoints(System.String zone, System.String pointTag)

\[<mark style="color:green;">Client</mark>] SetFootsteps(UnityEngine.AudioClip\[] footsteps)

\[<mark style="color:green;">Client</mark>] SetFPS(System.Boolean status)

\[<mark style="color:blue;">SERVER</mark>/<mark style="color:green;">Client</mark>] SetSpeed(System.Single walkSpeed, System.Single runSpeed)

\[<mark style="color:blue;">SERVER</mark>/<mark style="color:green;">Client</mark>] SetJumpPower(System.Single power)

\[<mark style="color:green;">Client</mark>] SetSimulateFootsteps(System.Boolean status)

\[<mark style="color:green;">Client</mark>] SetHeadbob(System.Boolean status)

\[<mark style="color:blue;">SERVER</mark>] KickMessage(System.String reason)

\[<mark style="color:blue;">SERVER</mark>/<mark style="color:green;">Client</mark>] SetHandAnim(System.Int32 state)

\[<mark style="color:blue;">SERVER</mark>/<mark style="color:green;">Client</mark>] GetBoneTransform(System.String boneName)

\[<mark style="color:green;">Client</mark>] ShowAdminMessage(System.String messageText, System.Single time)

\[<mark style="color:blue;">SERVER</mark>/<mark style="color:green;">Client</mark>] InitHealth(System.UInt32 max, UnityEngine.Color color)

\[<mark style="color:green;">Client</mark>] HideHealth()

\[<mark style="color:blue;">SERVER</mark>] PlaySCPSound(System.String clipName)

\[<mark style="color:green;">Client</mark>] PlayBellSound(System.Int32 type)

## Properties

playerClass - Akequ.Base.PlayerClass instance\
items - Akequ.Base.Item\[10] instances\
isSpeaking - is player currently speak in voice chat\
canPickup - can player pickup items\
accountName - player account name\
accountUID - player account uid\
globalAdmin - is this player global admin\
reservedSlot - is this player has reserved slot \
globalTag - player global tag\
deviceID - players device ID\
playerId - players unique ID, generated on connect\
interaction - shortcut to PlayerInteract\
isAdmin - is this player admin\
rights - Admin Panel rights\
avatar - account avatar, Sprite\
fps - shortcut to FirstPersonController\
health - player current health\
maxHealth - player maximum health, given by class\
deathReason - reason when player died, given from DamageHandler.deathReason\
currentItem - item, that player currently using.


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