Player

Structs/Classes

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

[SERVER/Client] AddToInventory(Akequ.Base.Item item)

[SERVER] GiveItem(System.String script)

[SERVER/Client] SetClass(System.String className)

[SERVER] ChangeHealth(DamageHandler damage)

[Client] SetVCChannelServer(System.Int32 channel, System.String sendroom, System.String recieveroom)

[Client] SetVCChannelClient(System.Int32 channel, System.String sendroom, System.String recieveroom)

[SERVER/Client] CanInteract(System.Boolean status)

[Client] Jump()

[Client] Run(System.Boolean state)

[Client] SCPWasSeen()

[SERVER] Teleport(UnityEngine.Vector3 vec)

[Client] UpdateRoomsVisiblity()

[SERVER] RemoveItemOnServer(Akequ.Base.Item it)

[SERVER] DropAllItems()

[SERVER] GetAvailAmmo(System.String ammoType)

[SERVER] SetAvailAmmo(System.String ammoType, System.UInt16 value)

[SERVER/Client] GetSpawnPoints(System.String zone, System.String pointTag)

[Client] SetFootsteps(UnityEngine.AudioClip[] footsteps)

[Client] SetFPS(System.Boolean status)

[SERVER/Client] SetSpeed(System.Single walkSpeed, System.Single runSpeed)

[SERVER/Client] SetJumpPower(System.Single power)

[Client] SetSimulateFootsteps(System.Boolean status)

[Client] SetHeadbob(System.Boolean status)

[SERVER] KickMessage(System.String reason)

[SERVER/Client] SetHandAnim(System.Int32 state)

[SERVER/Client] GetBoneTransform(System.String boneName)

[Client] ShowAdminMessage(System.String messageText, System.Single time)

[SERVER/Client] InitHealth(System.UInt32 max, UnityEngine.Color color)

[Client] HideHealth()

[SERVER] PlaySCPSound(System.String clipName)

[Client] 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.

Last updated