h1z1-server
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    Interface PlayerUpdateUpdateCharacterState

    interface PlayerUpdateUpdateCharacterState {
        characterId?: string;
        gameTime?: number;
        placeholder?: number;
        states1: {
            afraid: number;
            asleep: number;
            bound: number;
            knockedOut: number;
            rooted: number;
            silenced: number;
            stunned: number;
            visible: number;
        };
        states2: {
            berserk: number;
            confused: number;
            frozen: number;
            goinghome: number;
            inCombat: number;
            inScriptedAnimation: number;
            knockedBack: number;
            nonAttackable: number;
        };
        states3: {
            beingRevived: number;
            cloaked: number;
            interactBlocked: number;
            nonHealable: number;
            nonResuppliable: number;
            pull: number;
            revivable: number;
            weaponFireBlocked: number;
        };
        states4: {
            castingAbility: number;
            charging: number;
            flying: number;
            gmHidden: number;
            hideCorpse: number;
            invincibility: number;
            thrustPadded: number;
            userMovementDisabled: number;
        };
        states5: {
            canSpawnTank: number;
            friendlyFireImmunity: number;
            griefInvulnerability: number;
            inGravityField: number;
            invulnerable: number;
            riotShielded: number;
            supplyingAmmo: number;
            supplyingRepairs: number;
        };
        states6: {
            disarmed: number;
            dormant: number;
            hidesHeat: number;
            ignoreStatusNotUsed: number;
            inWater: number;
            nearDeath: number;
            REUSE_ME_2: number;
            REUSE_ME_3: number;
        };
        states7: {
            bit5: number;
            bit6: number;
            bit7: number;
            doorState: number;
            error1: number;
            error2: number;
            handsUp: number;
            sitting: number;
        };
    }
    Index

    Properties

    characterId?: string
    gameTime?: number
    placeholder?: number
    states1: {
        afraid: number;
        asleep: number;
        bound: number;
        knockedOut: number;
        rooted: number;
        silenced: number;
        stunned: number;
        visible: number;
    }
    states2: {
        berserk: number;
        confused: number;
        frozen: number;
        goinghome: number;
        inCombat: number;
        inScriptedAnimation: number;
        knockedBack: number;
        nonAttackable: number;
    }
    states3: {
        beingRevived: number;
        cloaked: number;
        interactBlocked: number;
        nonHealable: number;
        nonResuppliable: number;
        pull: number;
        revivable: number;
        weaponFireBlocked: number;
    }
    states4: {
        castingAbility: number;
        charging: number;
        flying: number;
        gmHidden: number;
        hideCorpse: number;
        invincibility: number;
        thrustPadded: number;
        userMovementDisabled: number;
    }
    states5: {
        canSpawnTank: number;
        friendlyFireImmunity: number;
        griefInvulnerability: number;
        inGravityField: number;
        invulnerable: number;
        riotShielded: number;
        supplyingAmmo: number;
        supplyingRepairs: number;
    }
    states6: {
        disarmed: number;
        dormant: number;
        hidesHeat: number;
        ignoreStatusNotUsed: number;
        inWater: number;
        nearDeath: number;
        REUSE_ME_2: number;
        REUSE_ME_3: number;
    }
    states7: {
        bit5: number;
        bit6: number;
        bit7: number;
        doorState: number;
        error1: number;
        error2: number;
        handsUp: number;
        sitting: number;
    }