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GetPlayerEquipment

What the player wears and holds - clothing, armour, the weapons in the slots.

Class GUIDs. Once the server follows the player’s items - a moment after the spawn - this is derived from the item records: what their game marks as worn or equipped, and under [audit] mode = "enforce" only classes the records hold one of, so a sword conjured into a hand is no weapon of record. A hint from their game that arrives before then is ignored, so the list is empty for a new player; for a player whose items the server cannot judge (no tables export), it is what their game reports. The damage model reads the armour from here; GetPlayerWeapon names the weapon it charges the hits to.

GetPlayerEquipment(pid)
Parameter Type
pid number the player

table - a list of item class GUIDs; {} before the first report

for _, class in ipairs(GetPlayerEquipment(pid)) do
local info = GetItemInfo(class)
if info and info.category == "Helmet" then hasHelmet = true end
end

GetPlayerInventory · GetPlayerWeapon · GetItemInfo · the Items and inventory group of the index