GetPlayerWeapon: Difference between revisions

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Complete Lua function catalog
Document upcoming 0.1.4 weapon confirmation and mouse camera APIs
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[[Category:Player Functions]]
[[Category:Player Functions]]
[[Category:Equipment Functions]]
[[Category:Equipment Functions]]
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== Native confirmation since 0.1.4 (in development) ==
See [[Weapon control]]. setPlayerWeapon returns request acceptance, not completion. getPlayerWeapon remains the legacy single scripted choice, not the actual two-slot loadout. Use [[getPlayerWeaponState]] and [[onPlayerWeaponChangeResult]] for confirmed equipment. Matching client and server are required.
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Revision as of 13:53, 19 September 2026

getPlayerWeapon

Returns the stable key of the weapon equipped by a player.

Syntax

string|false getPlayerWeapon(int playerId)

Parameters

Name Type Required Description
playerId int yes The connected player identifier.

Returns

Returns the equipped weapon key, an empty string when the slot is clear, or false for an invalid player.

Examples

Read a player's equipped weapon:

local itemKey = getPlayerWeapon(playerId)
if itemKey and itemKey ~= "" then
    outputDebugString("Equipped weapon: " .. itemKey)
end

Notes

  • Available only in server-side resource scripts.
  • Equipment state is server-authoritative and included in player synchronization.

Native confirmation since 0.1.4 (in development)

See Weapon control. setPlayerWeapon returns request acceptance, not completion. getPlayerWeapon remains the legacy single scripted choice, not the actual two-slot loadout. Use getPlayerWeaponState and onPlayerWeaponChangeResult for confirmed equipment. Matching client and server are required.