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    Class Npc

    Wrapper class for handling NPC players.

    Inheritance
    System.Object
    TypeCastObject<Player>
    Player
    Npc
    Implements
    IEntity
    IWorldSpace
    IPosition
    IRotation
    Inherited Members
    Player.Dictionary
    Player.UserIdsCache
    Player.ComponentsInChildren
    Player.FriendlyFireMultiplier
    Player.CustomRoleFriendlyFireMultiplier
    Player.UniqueRole
    Player.ReferenceHub
    Player.RoleManager
    Player.Ammo
    Player.GameObject
    Player.Transform
    Player.CurrentHint
    Player.HasHint
    Player.VoiceModule
    Player.RadioPlayback
    Player.HintDisplay
    Player.Inventory
    Player.CameraTransform
    Player.VoiceChatMuteFlags
    Player.Id
    Player.UserId
    Player.CustomUserId
    Player.RawUserId
    Player.AuthenticationToken
    Player.AuthenticationType
    Player.IsVerified
    Player.IsNPC
    Player.HasCustomName
    Player.DisplayNickname
    Player.CustomName
    Player.Nickname
    Player.InfoArea
    Player.CustomInfo
    Player.InfoViewRange
    Player.SessionVariables
    Player.DoNotTrack
    Player.IsConnected
    Player.HasReservedSlot
    Player.IsWhitelisted
    Player.RemoteAdminAccess
    Player.AdminChatAccess
    Player.KickPower
    Player.IsOverwatchEnabled
    Player.IsNoclipPermitted
    Player.Cuffer
    Player.Position
    Player.RelativePosition
    Player.Rotation
    Player.Velocity
    Player.LeadingTeam
    Player.RemoteAdminPermissions
    Player.Role
    Player.ScpPreferences
    Player.IsCuffed
    Player.IsReloading
    Player.IsAimingDownWeapon
    Player.HasFlashlightModuleEnabled
    Player.IsJumping
    Player.IPAddress
    Player.Sender
    Player.Connection
    Player.NetworkIdentity
    Player.NetId
    Player.IsHost
    Player.IsAlive
    Player.IsDead
    Player.IsNTF
    Player.IsCHI
    Player.IsScp
    Player.IsHuman
    Player.IsTutorial
    Player.IsFriendlyFireEnabled
    Player.Scale
    Player.IsBypassModeEnabled
    Player.IsMuted
    Player.IsGlobalMuted
    Player.IsIntercomMuted
    Player.IsSpeaking
    Player.VoiceColor
    Player.VoiceChannel
    Player.IsTransmitting
    Player.IsGodModeEnabled
    Player.UnitName
    Player.UnitId
    Player.Health
    Player.MaxHealth
    Player.ArtificialHealth
    Player.MaxArtificialHealth
    Player.HumeShield
    Player.ActiveArtificialHealthProcesses
    Player.HumeShieldStat
    Player.CurrentItem
    Player.CurrentArmor
    Player.StaminaStat
    Player.Stamina
    Player.IsStaffBypassEnabled
    Player.GroupName
    Player.CurrentRoom
    Player.Zone
    Player.Lift
    Player.ActiveEffects
    Player.Group
    Player.RankColor
    Player.RankName
    Player.GlobalBadge
    Player.BadgeHidden
    Player.IsNorthwoodStaff
    Player.IsGlobalModerator
    Player.IsInPocketDimension
    Player.IsUsingStamina
    Player.Ping
    Player.Items
    Player.IsInventoryEmpty
    Player.IsInventoryFull
    Player.AgreedToRecording
    Player.CurrentSpectatingPlayers
    Player.Preferences
    Player.Footprint
    Player.IsSpawnProtected
    Player.Get(Side)
    Player.Get(Team)
    Player.Get(RoleTypeId)
    Player.Get(Func<Player, Boolean>)
    Player.Get(NetworkIdentity)
    Player.Get(Player)
    Player.TryGet(ICommandSender, Player)
    Player.TryGet(Footprint, Player)
    Player.TryGet(CommandSender, Player)
    Player.TryGet(ReferenceHub, Player)
    Player.TryGet(UInt32, Player)
    Player.TryGet(NetworkIdentity, Player)
    Player.TryGet(NetworkConnection, Player)
    Player.TryGet(GameObject, Player)
    Player.TryGet(Int32, Player)
    Player.TryGet(String, Player)
    Player.TryGet(Player, Player)
    Player.TryGet(Collider, Player)
    Player.AddReservedSlot(String)
    Player.AddReservedSlot(String, Boolean)
    Player.AddToWhitelist(String, Boolean)
    Player.ReloadReservedSlots()
    Player.ReloadWhitelist()
    Player.GiveReservedSlot()
    Player.GiveReservedSlot(Boolean)
    Player.GrantWhitelist(Boolean)
    Player.SetFriendlyFire(RoleTypeId, Single)
    Player.SetFriendlyFire(KeyValuePair<RoleTypeId, Single>)
    Player.TryAddFriendlyFire(RoleTypeId, Single)
    Player.TryAddFriendlyFire(KeyValuePair<RoleTypeId, Single>)
    Player.TryAddFriendlyFire(Dictionary<RoleTypeId, Single>, Boolean)
    Player.SetCustomRoleFriendlyFire(String, RoleTypeId, Single)
    Player.SetCustomRoleFriendlyFire(String, KeyValuePair<RoleTypeId, Single>)
    Player.TryAddCustomRoleFriendlyFire(String, KeyValuePair<RoleTypeId, Single>)
    Player.TryAddCustomRoleFriendlyFire(String, RoleTypeId, Single)
    Player.TryAddCustomRoleFriendlyFire(String, Dictionary<RoleTypeId, Single>, Boolean)
    Player.TryAddCustomRoleFriendlyFire(Dictionary<String, Dictionary<RoleTypeId, Single>>)
    Player.TrySetCustomRoleFriendlyFire(Dictionary<String, Dictionary<RoleTypeId, Single>>)
    Player.TrySetCustomRoleFriendlyFire(String, Dictionary<RoleTypeId, Single>)
    Player.TryRemoveFriendlyFire(RoleTypeId)
    Player.TryRemoveCustomeRoleFriendlyFire(String)
    Player.ReloadWeapon()
    Player.TryGetItem(UInt16, Item)
    Player.SetRank(String, UserGroup)
    Player.Handcuff()
    Player.Handcuff(Player)
    Player.RemoveHandcuffs()
    Player.Broadcast(Broadcast, Boolean)
    Player.DropItem(Item, Boolean)
    Player.DropItem(Item)
    Player.DropHeldItem(Boolean)
    Player.DropHeldItem()
    Player.HasItem(Item)
    Player.HasItem(ItemType)
    Player.CountItem(ItemType)
    Player.CountItem(ProjectileType)
    Player.CountItem(ItemCategory)
    Player.RemoveItem(Item, Boolean)
    Player.RemoveItem(UInt16, Boolean)
    Player.RemoveItem(Func<Item, Boolean>, Boolean)
    Player.RemoveHeldItem(Boolean)
    Player.SendConsoleMessage(String, String)
    Player.Disconnect(String)
    Player.ResetStamina()
    Player.GetScpPreference(RoleTypeId)
    Player.Hurt(DamageHandlerBase)
    Player.Hurt(Player, Single, DamageType, DamageHandlerBase.CassieAnnouncement)
    Player.Hurt(Player, Single, DamageType, DamageHandlerBase.CassieAnnouncement, String)
    Player.Hurt(Player, Single, Vector3, Int32)
    Player.Hurt(Single, DamageType, String)
    Player.Hurt(Single, String, String)
    Player.Heal(Single, Boolean)
    Player.UseItem(ItemType)
    Player.UseItem(Item)
    Player.Kill(DamageHandlerBase)
    Player.Kill(DamageType, String)
    Player.Kill(String, String)
    Player.Vaporize(Player, String)
    Player.Ban(Int32, String, Player)
    Player.Ban(TimeSpan, String, Player)
    Player.Kick(String, Player)
    Player.Mute(Boolean)
    Player.UnMute(Boolean)
    Player.BlinkTag()
    Player.RemoteAdminMessage(String, Boolean, String)
    Player.SendStaffMessage(String, EncryptedChannelManager.EncryptedChannel)
    Player.SendStaffPing(String, EncryptedChannelManager.EncryptedChannel)
    Player.Broadcast(UInt16, String, Broadcast.BroadcastFlags, Boolean)
    Player.ClearBroadcasts()
    Player.AddAmmo(AmmoType, UInt16)
    Player.AddAmmo(FirearmType, UInt16)
    Player.SetAmmo(AmmoType, UInt16)
    Player.GetAmmo(AmmoType)
    Player.DropAmmo(AmmoType, UInt16, Boolean)
    Player.GetAmmoLimit(AmmoType)
    Player.GetCategoryLimit(ItemCategory)
    Player.AddItem(ItemType)
    Player.AddItem(ItemType, IEnumerable<AttachmentIdentifier>)
    Player.AddItem(FirearmType, IEnumerable<AttachmentIdentifier>)
    Player.AddItem(ItemType, Int32)
    Player.AddItem(ItemType, Int32, IEnumerable<AttachmentIdentifier>)
    Player.AddItem(FirearmType, Int32, IEnumerable<AttachmentIdentifier>)
    Player.AddItem(IEnumerable<ItemType>)
    Player.AddItem(Dictionary<ItemType, IEnumerable<AttachmentIdentifier>>)
    Player.AddItem(Dictionary<FirearmType, IEnumerable<AttachmentIdentifier>>)
    Player.AddItem(Item)
    Player.AddItem(Firearm, IEnumerable<AttachmentIdentifier>)
    Player.AddItem(Pickup)
    Player.AddItem(FirearmPickup, IEnumerable<AttachmentIdentifier>)
    Player.AddItem(ItemBase, Item)
    Player.AddItem(Item, Int32)
    Player.AddItem(Firearm, Int32, IEnumerable<AttachmentIdentifier>)
    Player.AddItem(IEnumerable<Item>)
    Player.AddItem(Dictionary<Firearm, IEnumerable<AttachmentIdentifier>>)
    Player.TryAddCandy(CandyKindID)
    Player.ResetInventory(IEnumerable<ItemType>)
    Player.ResetInventory(IEnumerable<Item>)
    Player.ClearInventory(Boolean)
    Player.ClearItems(Boolean)
    Player.ClearAmmo()
    Player.DropItems()
    Player.ThrowGrenade(ProjectileType, Boolean)
    Player.ThrowItem(Throwable, Boolean)
    Player.ShowHint(String, Single)
    Player.ShowHint(Hint)
    Player.ShowHitMarker(Single)
    Player.TryGetSessionVariable<T>(String, T)
    Player.PlayShieldBreakSound()
    Player.GetModule<T>()
    Player.IsEffectActive<T>()
    Player.DisableAllEffects()
    Player.DisableAllEffects(EffectCategory)
    Player.DisableEffect<T>()
    Player.DisableEffect(EffectType)
    Player.DisableEffects(IEnumerable<EffectType>)
    Player.EnableEffect<T>(Single, Boolean)
    Player.EnableEffect<T>(Byte, Single, Boolean)
    Player.EnableEffect(StatusEffectBase, Single, Boolean)
    Player.EnableEffect(StatusEffectBase, Byte, Single, Boolean)
    Player.EnableEffect(String, Single, Boolean)
    Player.EnableEffect(String, Byte, Single, Boolean)
    Player.EnableEffect(EffectType, Single, Boolean)
    Player.EnableEffect(EffectType, Byte, Single, Boolean)
    Player.EnableEffect(Effect)
    Player.SyncEffect(Effect)
    Player.ApplyRandomEffect(EffectCategory, Single, Boolean)
    Player.ApplyRandomEffect(EffectCategory, Byte, Single, Boolean)
    Player.EnableEffects(IEnumerable<EffectType>, Single, Boolean)
    Player.EnableEffects(IEnumerable<Effect>)
    Player.SyncEffects(IEnumerable<Effect>)
    Player.GetEffect(EffectType)
    Player.TryGetEffect(EffectType, StatusEffectBase)
    Player.TryGetEffect<T>(T)
    Player.GetEffectIntensity<T>()
    Player.ChangeEffectIntensity<T>(Byte, Single)
    Player.ChangeEffectIntensity(EffectType, Byte, Single)
    Player.ChangeEffectIntensity(String, Byte, Single)
    Player.OpenReportWindow(String)
    Player.PlaceTantrum(Boolean)
    Player.AddAhp(Single, Single, Single, Single, Single, Boolean)
    Player.Reconnect(UInt16, Single, Boolean, RoundRestartType)
    Player.PlayGunSound(ItemType, Byte, Byte)
    Player.PlaceBlood(Vector3)
    Player.GetNearCameras(Single)
    Player.Teleport(Vector3)
    Player.Teleport(Object)
    Player.Teleport(Object, Vector3)
    Player.RandomTeleport(Type)
    Player.RandomTeleport(IEnumerable<Type>)
    Player.RandomTeleport<T>()
    Player.AddComponent<T>(String)
    Player.AddComponent(Type, String)
    Player.AddComponent<T>(Type, String)
    Player.GetComponent<T>()
    Player.GetComponent<T>(Type)
    Player.GetComponent(Type)
    Player.TryGetComponent<T>(T)
    Player.TryGetComponent(Type, EActor)
    Player.TryGetComponent<T>(Type, T)
    Player.HasComponent<T>(Boolean)
    Player.HasComponent(Type, Boolean)
    Player.GetCooldownItem(ItemType)
    Player.SetCooldownItem(Single, ItemType)
    Player.Explode()
    Player.Explode(ProjectileType, Player)
    Player.ExplodeEffect(ProjectileType)
    Player.ToString()
    TypeCastObject<Player>.Cast<TObject>()
    TypeCastObject<Player>.Cast<TObject>(TObject)
    TypeCastObject<Player>.As<TObject>()
    TypeCastObject<Player>.Is<TObject>(TObject)
    System.Object.Equals(System.Object)
    System.Object.Equals(System.Object, System.Object)
    System.Object.ReferenceEquals(System.Object, System.Object)
    System.Object.GetHashCode()
    System.Object.GetType()
    System.Object.MemberwiseClone()
    Namespace: Exiled.API.Features
    Assembly: Exiled.API.dll
    Syntax
    public class Npc : Player, IEntity, IWorldSpace, IPosition, IRotation

    Constructors

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    Npc(ReferenceHub)

    Declaration
    public Npc(ReferenceHub referenceHub)
    Parameters
    Type Name Description
    ReferenceHub referenceHub
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    Npc(GameObject)

    Declaration
    public Npc(GameObject gameObject)
    Parameters
    Type Name Description
    UnityEngine.GameObject gameObject

    Properties

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    List

    Gets a list of Npcs.

    Declaration
    public static List<Npc> List { get; }
    Property Value
    Type Description
    System.Collections.Generic.List<Npc>

    Methods

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    Destroy()

    Destroys the NPC.

    Declaration
    public void Destroy()
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    Get(CommandSender)

    Retrieves the NPC associated with the specified CommandSender.

    Declaration
    public static Npc Get(CommandSender sender)
    Parameters
    Type Name Description
    CommandSender sender

    The CommandSender to retrieve the NPC for.

    Returns
    Type Description
    Npc

    The NPC associated with the CommandSender, or null if not found.

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    Get(ICommandSender)

    Retrieves the NPC associated with the specified ICommandSender.

    Declaration
    public static Npc Get(ICommandSender sender)
    Parameters
    Type Name Description
    CommandSystem.ICommandSender sender

    The ICommandSender to retrieve the NPC for.

    Returns
    Type Description
    Npc

    The NPC associated with the ICommandSender, or null if not found.

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    Get(Footprint)

    Retrieves the NPC associated with the specified Footprint.

    Declaration
    public static Npc Get(Footprint footprint)
    Parameters
    Type Name Description
    Footprinting.Footprint footprint

    The Footprint to retrieve the NPC for.

    Returns
    Type Description
    Npc

    The NPC associated with the Footprint, or null if not found.

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    Get(NetworkConnection)

    Retrieves the NPC associated with the specified NetworkConnection.

    Declaration
    public static Npc Get(NetworkConnection conn)
    Parameters
    Type Name Description
    Mirror.NetworkConnection conn

    The NetworkConnection to retrieve the NPC for.

    Returns
    Type Description
    Npc

    The NPC associated with the NetworkConnection, or null if not found.

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    Get(ReferenceHub)

    Retrieves the NPC associated with the specified ReferenceHub.

    Declaration
    public static Npc Get(ReferenceHub rHub)
    Parameters
    Type Name Description
    ReferenceHub rHub

    The ReferenceHub to retrieve the NPC for.

    Returns
    Type Description
    Npc

    The NPC associated with the ReferenceHub, or null if not found.

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    Get(Int32)

    Retrieves the NPC associated with the specified ID.

    Declaration
    public static Npc Get(int id)
    Parameters
    Type Name Description
    System.Int32 id

    The ID to retrieve the NPC for.

    Returns
    Type Description
    Npc

    The NPC associated with the ID, or null if not found.

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    Get(String)

    Retrieves the NPC associated with the specified user ID.

    Declaration
    public static Npc Get(string userId)
    Parameters
    Type Name Description
    System.String userId

    The user ID to retrieve the NPC for.

    Returns
    Type Description
    Npc

    The NPC associated with the user ID, or null if not found.

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    Get(UInt32)

    Retrieves the NPC associated with the specified net ID.

    Declaration
    public static Npc Get(uint netId)
    Parameters
    Type Name Description
    System.UInt32 netId

    The net ID to retrieve the NPC for.

    Returns
    Type Description
    Npc

    The NPC associated with the net ID, or null if not found.

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    Get(Collider)

    Retrieves the NPC associated with the specified Collider.

    Declaration
    public static Npc Get(Collider collider)
    Parameters
    Type Name Description
    UnityEngine.Collider collider

    The Collider to retrieve the NPC for.

    Returns
    Type Description
    Npc

    The NPC associated with the Collider, or null if not found.

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    Get(GameObject)

    Retrieves the NPC associated with the specified GameObject.

    Declaration
    public static Npc Get(GameObject gameObject)
    Parameters
    Type Name Description
    UnityEngine.GameObject gameObject

    The GameObject to retrieve the NPC for.

    Returns
    Type Description
    Npc

    The NPC associated with the GameObject, or null if not found.

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    Spawn(String, RoleTypeId, Int32, String, Nullable<Vector3>)

    Spawns an NPC based on the given parameters.

    Declaration
    public static Npc Spawn(string name, RoleTypeId role, int id = 0, string userId = "", Vector3? position = null)
    Parameters
    Type Name Description
    System.String name

    The name of the NPC.

    PlayerRoles.RoleTypeId role

    The RoleTypeId of the NPC.

    System.Int32 id

    The player ID of the NPC.

    System.String userId

    The userID of the NPC.

    System.Nullable<UnityEngine.Vector3> position

    The position to spawn the NPC.

    Returns
    Type Description
    Npc

    The Npc spawned.

    Implements

    IEntity
    IWorldSpace
    IPosition
    IRotation

    Extension Methods

    Permissions.CheckPermission(Player, String)
    Permissions.CheckPermission(Player, PlayerPermissions[])
    Extensions.ResetInventory(Player, IEnumerable<String>, Boolean)
    Extensions.GetCustomRoles(Player)
    Extensions.GetActiveAbilities(Player)
    Extensions.GetSelectedAbility(Player)
    MirrorExtensions.PlayBeepSound(Player)
    MirrorExtensions.SetPlayerInfoForTargetOnly(Player, Player, String)
    MirrorExtensions.PlayGunSound(Player, Vector3, ItemType, Byte, Byte)
    MirrorExtensions.SetName(Player, Player, String)
    MirrorExtensions.ChangeAppearance(Player, RoleTypeId, Boolean, Byte)
    MirrorExtensions.ChangeAppearance(Player, RoleTypeId, IEnumerable<Player>, Boolean, Byte)
    MirrorExtensions.PlayCassieAnnouncement(Player, String, Boolean, Boolean, Boolean)
    MirrorExtensions.MessageTranslated(Player, String, String, Boolean, Boolean, Boolean)
    MirrorExtensions.SendFakeSyncVar(Player, NetworkIdentity, Type, String, Object)
    ReflectionExtensions.CopyProperties(Object, Object)
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