# CyberM.players — client runtime

Runs inside the game process. Reads and presentation are local; anything that changes shared state has to go through the server.

6 functions.

## allHealthStates

```lua
CyberM.players.allHealthStates()
```

`GAME` — Requires a live game instance.

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` (line 6735) as `LuaPlayerHealthAll`.

## allLifeStates

```lua
CyberM.players.allLifeStates()
```

`GAME` — Requires a live game instance.

Lists all replicated canonical player life states known to the client.

Requires `players.life.read`; returns an empty array when unavailable.

Returns: `array of life snapshots`

Registered in `ResourceHost.cpp` (line 6733) as `LuaPlayerLifeAll`.

## getHealthState

```lua
CyberM.players.getHealthState([playerId])
```

`GAME` — Requires a live game instance.

Reads one replicated player health snapshot.

Requires `players.life.read`. Omit `playerId` for the local player.

| Parameter | Type | Required | Default |
|---|---|---|---|
| `playerId` | `integer` | optional | — |

Returns: `table { playerId, revision, health, maxHealth, armor, godMode, lastAttacker, lastDamage, lastAttackKind, lastBodyPart, lastHitDirection }, or nil`

Registered in `ResourceHost.cpp` (line 6734) as `LuaPlayerHealthState`.

## getLifeState

```lua
CyberM.players.getLifeState([playerId])
```

`GAME` — Requires a live game instance.

Reads the canonical replicated life state of one player.

Requires `players.life.read`. Omit `playerId` for the local session player.

| Parameter | Type | Required | Default |
|---|---|---|---|
| `playerId` | `integer` | optional | — |

Returns: `life snapshot, or nil`

Registered in `ResourceHost.cpp` (line 6730) as `LuaPlayerLifeState`.

## getLocalDeathContext

```lua
CyberM.players.getLocalDeathContext()
```

`GAME` — Requires a live game instance.

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.

Returns: `life snapshot, or nil`

Registered in `ResourceHost.cpp` (line 6731) as `LuaLocalDeathContext`.

## isDead

```lua
CyberM.players.isDead([playerId])
```

`GAME` — Requires a live game instance.

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.

| Parameter | Type | Required | Default |
|---|---|---|---|
| `playerId` | `integer` | optional | — |

Returns: `boolean`

Registered in `ResourceHost.cpp` (line 6732) as `LuaPlayerIsDead`.

