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    Class NetworkedPlayerInfo<RoomType>

    Represents a basic networked object in Among Us.

    See NetworkedObjectEvents for events to listen to.

    Type Parameters

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    clientId: number
    components: NetworkedObject<RoomType, any>[]
    currentOutfitType: PlayerOutfitType
    dirtyBit: number = 0

    The dirty state of this component.

    flags: number

    Any flags that this player has, see PlayerDataFlags.

    friendCode: string

    The player's Innersloth friend code.

    netId: number

    The net ID of this component.

    outfits: PlayerOutfits

    A collection of this player's outfits as they should be displayed. Somewhat of a layer system, the Default outfit shouldn't be displayed if there is another outfit in this object.

    ownerId: number

    The ID of the owner of this component.

    player?: Player<RoomType>

    The player that this component belongs to.

    playerId: number
    playerLevel: number

    This player's level/rank.

    puid: string

    The player's global player UUID.

    roleType: typeof BaseRole

    Which role this player is. Note that this is not their actual instance of this role, see Player.role, but is instead the class used to create the instance, and holds metadata about the role, such as the team it is for and whether it's a role for ghosts or not.

    You can use this to know what class Player.role will be an instance of.

    if (player.playerInfo.roleType === ImpostorRole) {
    player.role instanceof ImpostorRole // true
    }
    roleTypeWhenAlive: null | typeof BaseRole
    room: RoomType

    The room that this component belongs to.

    spawnType: SpawnType

    The type of object that this component belongs to.

    taskStates: TaskState[]

    All of this player's tasks, and whether or not they have been completed or not by the player.

    Accessors

    Methods