Class PlayerData
Content side for all data that tracks a player session.
Use
Inheritance
System.Object
PlayerData
Namespace: Content.Shared.Players
Assembly: Content.Shared.dll
Syntax
public sealed class PlayerData : object
Constructors
| Improve this Doc View SourcePlayerData(NetUserId, String)
Declaration
public PlayerData(NetUserId userId, string name)
Parameters
Type | Name | Description |
---|---|---|
Robust.Shared.Network.NetUserId | userId | |
System.String | name |
Properties
| Improve this Doc View SourceExplicitlyDeadminned
If true, the player is an admin and they explicitly de-adminned mid-game, so they should not regain admin if they reconnect.
Declaration
public bool ExplicitlyDeadminned { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
Mind
The currently occupied mind of the player owning this data. DO NOT DIRECTLY SET THIS UNLESS YOU KNOW WHAT YOU'RE DOING.
Declaration
public EntityUid? Mind { get; set; }
Property Value
Type | Description |
---|---|
System.Nullable<EntityUid> |
Name
This is a backup copy of the player name stored on connection. This is useful in the event the player disconnects.
Declaration
public string Name { get; }
Property Value
Type | Description |
---|---|
System.String |
UserId
The session ID of the player owning this data.
Declaration
public NetUserId UserId { get; }
Property Value
Type | Description |
---|---|
Robust.Shared.Network.NetUserId |