The dirty state of this component.
Any flags that this player has, see PlayerDataFlags.
The player's Innersloth friend code.
The net ID of this component.
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.
The ID of the owner of this component.
Optional
playerThe player that this component belongs to.
This player's level/rank.
The player's global player UUID.
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.
The room that this component belongs to.
The type of object that this component belongs to.
All of this player's tasks, and whether or not they have been completed or not by the player.
Whether this player has been flagged as dead.
Whether this player has been flagged as disconnected.
Whether this player has been flagged as the impostor.
Delete an outfit on this player.
the outfit to delete.
Get a certain component from the object.
The component class to get.
Get an outfit from this player, or create it from the player's default base outfit if it doesn't exist, or create a new one entirely if that doesn't exist.
The outfit to get.
Set whether this player is flagged as dead.
Set whether this player is flagged as disconnected.
Set the flags of this player.
Set whether this player is flagged as an impostor.
Create or overwrite one of this player's outfits.
The outfit to set.
Represents a basic networked object in Among Us.
See NetworkedObjectEvents for events to listen to.