The current state of the Fougerite.Player class, Static and Instance methods, arguments and return values.
Fougerite.Player - Static Methods
public static int LD(string s, string t)
// returns an integer indicating the Levenshtein Distance between the two strings passed
// It is equal to the number of edits = deletions/insertions or changes to a single letter =
// which would be needed to transform one string into the other. All the FindBy* methods use it
// to allow "fuzzy" matching of player names. Partial names and even misspelled names (one error)
// are tolerated and the best match is returned
public static Fougerite.Player Player.FindBySteamID(string uid)
public static Fougerite.Player Player.FindByGameID(string uid)
public static Fougerite.Player Player.FindByName(string search)
public static Fougerite.Player Player.FindByNetworkPlayer(uLink.NetworkPlayer np)
public static Fougerite.Player Player.FindByPlayerClient(PlayerClient pc)
Fougerite.Player - Instance Methods
public Fougerite.Player Player.Find(string search)
public bool HasBlueprint(BlueprintDataBlock dataBlock)
public void Player.InventoryNotice(string arg)
public void Player.Kill()
public void Player.Message(string arg)
public void Player.MessageFrom(string playername, string arg)
public void Player.Notice(string arg)
public void Player.Notice(string icon, string text, float duration = 4f)
public void Player.SendCommand(string cmd)
// this method sends a client-side console command to the client.
// refer to the Facepunch documentation for client-side commands
// Unfortunately, "suicide" is the only one that doesn't work.
public bool Player.TeleportTo(Fougerite.Player p)
public bool Player.TeleportTo(Fougerite.Player p, float distance = 1.5f)
// TeleportTo with a Player as argument places the teleportee 1.5m in front of the target player (default) or other distance as specified
// If teleportee is Player.Admin and the target player is non-Admin the admin teleportee is place 1.5m (default) behind the target player
// It uses SafeTeleport underneath, and so returns true if the player was safely teleported, false if it was aborted for safety
public bool Player.SafeTeleportTo(float x, float y, float z)
public bool Player.SafeTeleportTo(float x, float z)
public bool Player.SafeTeleportTo(Vector3 target)
// SafeTeleportTo returns true if the player was teleported, false if the teleport was aborted for safety
public bool Player.TeleportTo(float x, float y, float z)
public bool Player.TeleportTo(Vector3 target)
// RustServerManagement.TeleportPlayerToWorld returns true for success, and so all TeleportTo methods now pass that back
public bool Player.Admin
public ulong Player.UID
// the unsigned long integer value of the Steam ID. Only useful for Python plugins.
public string Player.GameID
public string Player.SteamID
public float Player.Health
public PlayerInv Player.Inventory
public string Player.IP
public bool Player.IsBleeding
public bool Player.IsCold
public bool Player.IsInjured
public Vector3 Player.Location
public string Player.Name
public int Player.Ping
public PlayerClient Player.PlayerClient
public long Player.TimeOnline
public float Player.X
public float Player.Y
public float Player.Z
Fougerite.Player - Static Methods
public static int LD(string s, string t)
// returns an integer indicating the Levenshtein Distance between the two strings passed
// It is equal to the number of edits = deletions/insertions or changes to a single letter =
// which would be needed to transform one string into the other. All the FindBy* methods use it
// to allow "fuzzy" matching of player names. Partial names and even misspelled names (one error)
// are tolerated and the best match is returned
public static Fougerite.Player Player.FindBySteamID(string uid)
public static Fougerite.Player Player.FindByGameID(string uid)
public static Fougerite.Player Player.FindByName(string search)
public static Fougerite.Player Player.FindByNetworkPlayer(uLink.NetworkPlayer np)
public static Fougerite.Player Player.FindByPlayerClient(PlayerClient pc)
Fougerite.Player - Instance Methods
public Fougerite.Player Player.Find(string search)
public bool HasBlueprint(BlueprintDataBlock dataBlock)
public void Player.InventoryNotice(string arg)
public void Player.Kill()
public void Player.Message(string arg)
public void Player.MessageFrom(string playername, string arg)
public void Player.Notice(string arg)
public void Player.Notice(string icon, string text, float duration = 4f)
public void Player.SendCommand(string cmd)
// this method sends a client-side console command to the client.
// refer to the Facepunch documentation for client-side commands
// Unfortunately, "suicide" is the only one that doesn't work.
public bool Player.TeleportTo(Fougerite.Player p)
public bool Player.TeleportTo(Fougerite.Player p, float distance = 1.5f)
// TeleportTo with a Player as argument places the teleportee 1.5m in front of the target player (default) or other distance as specified
// If teleportee is Player.Admin and the target player is non-Admin the admin teleportee is place 1.5m (default) behind the target player
// It uses SafeTeleport underneath, and so returns true if the player was safely teleported, false if it was aborted for safety
public bool Player.SafeTeleportTo(float x, float y, float z)
public bool Player.SafeTeleportTo(float x, float z)
public bool Player.SafeTeleportTo(Vector3 target)
// SafeTeleportTo returns true if the player was teleported, false if the teleport was aborted for safety
public bool Player.TeleportTo(float x, float y, float z)
public bool Player.TeleportTo(Vector3 target)
// RustServerManagement.TeleportPlayerToWorld returns true for success, and so all TeleportTo methods now pass that back
public bool Player.Admin
public ulong Player.UID
// the unsigned long integer value of the Steam ID. Only useful for Python plugins.
public string Player.GameID
public string Player.SteamID
public float Player.Health
public PlayerInv Player.Inventory
public string Player.IP
public bool Player.IsBleeding
public bool Player.IsCold
public bool Player.IsInjured
public Vector3 Player.Location
public string Player.Name
public int Player.Ping
public PlayerClient Player.PlayerClient
public long Player.TimeOnline
public float Player.X
public float Player.Y
public float Player.Z