CyberM.players.allHealthStates()
Lists all replicated player health snapshots known to the client.
Requires players.life.read; returns an empty array when unavailable.
Returns
- array of health snapshots
Registered in ResourceHost.cpp as LuaPlayerHealthAll (line 6735).
CyberM.players.allLifeStates()
Lists all replicated canonical player life states known to the client.
Requires players.life.read; returns an empty array when unavailable.
Registered in ResourceHost.cpp as LuaPlayerLifeAll (line 6733).
CyberM.players.getHealthState([playerId])
Reads one replicated player health snapshot.
Requires players.life.read. Omit playerId for the local player.
Returns
- table { playerId, revision, health, maxHealth, armor, godMode, lastAttacker, lastDamage, lastAttackKind, lastBodyPart, lastHitDirection }, or nil
Registered in ResourceHost.cpp as LuaPlayerHealthState (line 6734).
CyberM.players.getLifeState([playerId])
Reads the canonical replicated life state of one player.
Requires players.life.read. Omit playerId for the local session player.
Registered in ResourceHost.cpp as LuaPlayerLifeState (line 6730).
CyberM.players.getLocalDeathContext()
Reads the local player's replicated death context.
Requires players.life.read. The snapshot includes phase, cause, killer, weapon, position, yaw, impulse, revision and grace duration.
Registered in ResourceHost.cpp as LuaLocalDeathContext (line 6731).
CyberM.players.isDead([playerId])
Whether a player is canonically dead or awaiting revive/respawn.
Requires players.life.read. Omit playerId for the local player. Unknown or unavailable states return false.
Registered in ResourceHost.cpp as LuaPlayerIsDead (line 6732).