# *player* library ```lua player.create(name: str) -> int ``` Creates a player and returns id. ```lua player.delete(id: int) ``` Deletes a player by id. ```lua player.get_pos(playerid: int) -> number, number, number ``` Returns x, y, z coordinates of the player ```lua player.set_pos(playerid: int, x: number, y: number, z: number) ``` Set player position ``` lua player.get_vel(playerid: int) -> number, number, number ``` Returns the x, y, z linear velocity of the player ``` lua player.set_vel(playerid: int, x: number, y: number, z: number) ``` Sets x, y, z player linear velocity ```lua player.get_rot(playerid: int, interpolated: bool) -> number, number, number ``` Returns x, y, z of camera rotation (degrees). Interpolation is relevant in cases where the rotation refresh rate is lower than the frame rate. ```lua player.set_rot(playerid: int, x: number, y: number, z: number) ``` Set camera rotation (degrees) ```lua player.get_inventory(playerid: int) -> int, int ``` Returns player inventory ID and selected slot index (0-9) ```lua player.is_flight(playerid: int) -> bool player.set_flight(playerid: int, bool) ``` Getter and setter for player flight mode ```lua player.is_noclip(playerid: int) -> bool player.set_noclip(playerid: int, bool) ``` Getter and setter for player noclip mode (collisions disabled) ```lua player.is_infinite_items(playerid: int) -> bool player.set_infinite_items(playerid: int, bool) ``` Getter and setter for infinite items (not removed from inventory after use) ```lua player.is_instant_destruction(playerid: int) -> bool player.set_instant_destruction(playerid: int, bool) ``` Getter and setter for instant destruction of blocks when the `player.destroy` binding is activated. ```lua player.is_loading_chunks(playerid: int) -> bool player.set_loading_chunks(playerid: int, bool) ``` Getter and setter of the property that determines whether the player is loading chunks. ```lua player.get_interaction_distance(playerid: int) -> float player.set_interaction_distance(playerid: int, distance: float) ``` Getter and setter of the property for max interaction distance. ``` lua player.set_spawnpoint(playerid: int, x: number, y: number, z: number) player.get_spawnpoint(playerid: int) -> number, number, number ``` Spawn point setter and getter ```lua player.is_suspended(pid: int) -> bool player.set_suspended(pid: int, suspended: bool) ``` Setter and getter for the player's suspended status. When suspended, the entity is deleted and the player is disabled from the world simulation. ```lua player.set_name(playerid: int, name: str) player.get_name(playerid: int) -> str ``` Player name setter and getter ```lua player.get_camera(playerid: int) -> int ``` Returns the index of the player's current camera. ```lua player.set_camera(playerid: int, camera_index: int) ``` Switches the player's camera. See [cameras](libcameras.md). ```lua player.set_selected_slot(playerid: int, slotid: int) ``` Sets the selected slot index ```lua player.get_selected_block(playerid: int) -> x,y,z ``` Returns position of the selected block or nil ```lua player.get_selected_entity(playerid: int) -> int ``` Returns unique indentifier of the entity selected by player ```lua player.get_entity(playerid: int) -> int ``` Returns unique identifier of the player entity ```lua player.get_all_in_radius(center: vec3, radius: number) -> table ``` Returns an array of player IDs within a sphere with center `center` and radius `radius`. ```lua player.get_all() -> table ``` Returns an array of all active player IDs. ```lua player.get_nearest(position: vec3) -> int ``` Returns the ID of the player closest to the specified position, or nil if there are no players.