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; protected ped: Ped | null; constructor(source: any); static fromServerId(serverId: number): Player | null; /** * Get an interable list of players currently on the server * * You should generally prefer to use {@see PlayerList} for this if you're * frequently doing this call, since it has less overhead, as it doesn't have * to iterate over the entire player list every time, and it doesn't have to * create a new player object * * @returns Iterable list of Players. */ static AllPlayers(): IterableIterator; 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; /** * Gets the player ped */ get Ped(): Ped | null; 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; /** * Sets the players routing bucket to {@see routingBucket} * You can use onPlayerBucketChange to listen for routing bucket changes * {@link https://github.com/citizenfx/fivem/blob/cfed16afb4ba2d920cfd31adb0c27d758988aac3/code/components/citizen-server-impl/src/state/ServerGameState_Scripting.cpp#L1675C1-L1686C25} */ set RoutingBucket(routingBucket: number); get Team(): number; get WantedPosition(): Vector3; /** * Returns the position the player is currently focused on */ get Position(): 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; emitRaw(eventName: string, data: Uint8Array): void; }