Object dimension.
The player's state of weapon reloading.
Network owner of the entity.
Object position.
Returns the ref count of the entity.
Entity rotation.
Curent seat the player is sitting in.
If player is not in any vehicle it is equal to 0
.
Send names of all players on server to this player if they are not already sent (value is not set to true
).
Whether the entity should be streamed for other entities.
Type of the object.
Object usability.
Whether the entity is visible.
Array with all players connected to the server.
Entity model hash.
Entity model hash.
Attaches this entity to another entity.
Target entity.
Target bone id or name.
Origin bone id or name.
Position offset.
Rotation - needs to be in radians.
If true the attached entity has a collision.
If false the entity is attached with a fixed rotation (no bouncing). That means if the value in native was true, you have to use false in the serverside method
Removes the visible blood on the player body.
Removes a specified prop component.
Component id of the prop.
Removes the object from the world.
Detaches this entity if attached to another entity.
Emits specified event to client.
Name of the event.
Rest parameters for emit to send.
Emits specified event to client, but faster as Player.emit.
Name of the event.
Rest parameters for emit to send.
Calls a client sided RPC with the specified arguments.
Name of the RPC
Gets the specified clothing component.
Component id of the clothing.
Gets the specified dlc clothing component.
Component id of the clothing.
Gets the specified dlc prop component.
Component id of the prop.
Gets a value using the specified key.
The key of the value to get.
Dynamic value associated with the specified key or undefined if no data is present.
Gets the specified prop component.
Component id of the prop.
Gives the specified weapon to the player.
The model of the weapon.
Amount of ammo to spawn the weapon with. See remarks for more information.
Should the weapon be equipped immediately.
Checks whether the given entity is in the stream range of the player.
Forcefully disconnects the player with a reason message.
The reason that will display to the player on the disconnect screen. If not specified, it defaults to "KICKED_OUT".
Plays ambient speech.
Name of the speach.
Param of the speach.
Hash of the speach dict.
Removes every weapon from the player.
Removes the specified weapon from the player.
Hash of the weapon.
Removes the specified weapon component from the specified weapon.
Hash of the weapon.
Hash of the weapon component.
Resets overwritten network owner.
Pass true to disable migration, false to keep it enabled. If not specified, it defaults to "false".
Sets the specified clothing component.
Component id of the clothing.
Drawable id of the clothing.
Texture id of the clothing.
Palette of the clothing.
Sets the specified dlc clothing component.
Dlc hash of the clothing.
Component id of the clothing.
Drawable id of the clothing.
Texture id of the clothing.
Palette of the clothing.
Sets the specified dlc prop component.
Dlc hash of the prop.
Component id of the prop.
Drawable id of the prop.
Texture id of the prop.
Set the player into a vehicle on specific seat.
Stores the given value with the specified key.
The key of the value to store.
The value to store.
Changes network owner to the specified player.
The given player that will be set as new network owner.
Pass true to disable migration, false to keep it enabled. If not specified, it defaults to "false".
Sets the specified prop component.
Component id of the prop.
Drawable id of the prop.
Texture id of the prop.
Spawns the player in the world.
The x position where the player gets spawned.
The y position where the player gets spawned.
The z position where the player gets spawned.
The delay at which the player gets spawned after calling this function. Defaults to 0.
Spawns the player in the world.
The position where the player gets spawned.
The delay at which the player gets spawned after calling this function. Defaults to 0.
Sets the model and spawns the player in the world.
The model to be set to the player before spawning.
The position where the player gets spawned.
Retrieves the player from the pool.
The id of the player.
Player if it was found, otherwise null.
Position the player is currently aiming at.
Will return Vector3.zero if the player is aiming against a entity.