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@nativewrappers/server

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Native wrappers and utilities for use with FXServer.

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import { ClassTypes } from "../common/utils/ClassTypes"; import { Vector3 } from "../common/utils/Vector"; import { Ped } from "./Ped"; export declare class Player { private readonly source; protected type: ClassTypes; constructor(source: any); static fromServerId(serverId: number): Player | null; /** * Get an interable list of players currently on the server * @returns Iterable list of Players. */ static AllPlayers(): IterableIterator<Player>; get Exists(): boolean; get Source(): number; /** * @returns the handle of the current player, this will be a number type, but we return 'any' * so we don't have to deal with annoying type differences between native calls */ get Handle(): any; get State(): StateBagInterface; /** * Returns the player source casted as a string */ get Src(): string; get Ped(): Ped; get Tokens(): string[]; get Identifiers(): string[]; get Endpoint(): string; get CameraRotation(): Vector3; /** * Returns the time since the last player UDP message */ get LastMessage(): number; get MaxArmour(): number; get MaxHealth(): number; get MeleeModifier(): number; /** * @returns the players name */ get Name(): string; /** * @returns the players name with any color code unicode, etc removed, this can lead to there being no name at all */ filteredName(): string; /** * @returns the players round trip ping */ get Ping(): number; /** * @returns the current routhing bucket the player is in, default is 0 */ get RoutingBucket(): number; get Team(): number; get WantedPosition(): Vector3; get WantedLevel(): number; get IsEvadingWanted(): boolean; get WeaponDamageModifier(): number; get WeaponDefenseModifier(): number; get WeaponDefenseModifier2(): number; get AirDragMultiplier(): number; get IsUsingSuperJump(): boolean; get IsMuted(): boolean; set IsMuted(isMuted: boolean); isAceAllowed(object: string): boolean; timeInPersuit(lastPursuit?: boolean): number; drop(reason?: string): void; emit(eventName: string, ...args: any[]): void; }