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Class PlayerData

Content side for all data that tracks a player session. Use to retrieve this from an Robust.Shared.Player.IPlayerData. Not currently used on the client.

Inheritance
System.Object
PlayerData
Namespace: Content.Shared.Players
Assembly: Content.Shared.dll
Syntax
public sealed class PlayerData : object

Constructors

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PlayerData(NetUserId, String)

Declaration
public PlayerData(NetUserId userId, string name)
Parameters
Type Name Description
Robust.Shared.Network.NetUserId userId
System.String name

Properties

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ExplicitlyDeadminned

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
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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>
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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
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UserId

The session ID of the player owning this data.

Declaration
public NetUserId UserId { get; }
Property Value
Type Description
Robust.Shared.Network.NetUserId
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