---
title: "玩家 Player"
description: "玩家金钱 / 通缉 / 操控 / 服装"
---

---
title: 玩家 Player
description: 玩家金钱 / 通缉 / 操控 / 服装
---

`sa` · 扩展 `default` · SCM 原生命令

共 66 条。写法见 [Lua](/docs/cleo/syntax) / [Redux](/docs/cleo/syntax-redux)。

## 创建玩家

<Opcode id="0053" name="CREATE_PLAYER" member="Player.Create">
在指定坐标创建玩家。

```text
0053 CREATE_PLAYER
in: playerIndex, x, y, z
out: handle
```

```lua
local handle = createPlayer(playerIndex, x, y, z)
```

```js
Player.create(playerIndex, x, y, z)
```
</Opcode>

## 加钱

<Opcode id="0109" name="ADD_SCORE" member="Player.AddScore">
增加玩家金钱。

```text
0109 ADD_SCORE
in: self, money
```

```lua
addScore(self, money)
```

```js
Player.addScore(self, money)
```
</Opcode>

## 钱是否更多

<Opcode id="010A" name="IS_SCORE_GREATER" member="Player.IsScoreGreater">
用在 if：金钱是否超过指定值。

```text
010A IS_SCORE_GREATER
in: self, money
```

```lua
isScoreGreater(self, money)
```

```js
Player.isScoreGreater(self, money)
```
</Opcode>

## 取金钱

<Opcode id="010B" name="STORE_SCORE" member="Player.StoreScore">
取玩家金钱。

```text
010B STORE_SCORE
in: self
out: money
```

```lua
local money = storeScore(self)
```

```js
Player.storeScore(self)
```
</Opcode>

## 设通缉

<Opcode id="010D" name="ALTER_WANTED_LEVEL" member="Player.AlterWantedLevel">
设置通缉等级。

```text
010D ALTER_WANTED_LEVEL
in: self, wantedLevel
```

```lua
alterWantedLevel(self, wantedLevel)
```

```js
Player.alterWantedLevel(self, wantedLevel)
```
</Opcode>

## 通缉只升不降

<Opcode id="010E" name="ALTER_WANTED_LEVEL_NO_DROP" member="Player.AlterWantedLevelNoDrop">
仅当新等级更高时设置通缉。

```text
010E ALTER_WANTED_LEVEL_NO_DROP
in: self, wantedLevel
```

```lua
alterWantedLevelNoDrop(self, wantedLevel)
```

```js
Player.alterWantedLevelNoDrop(self, wantedLevel)
```
</Opcode>

## 通缉是否更高

<Opcode id="010F" name="IS_WANTED_LEVEL_GREATER" member="Player.IsWantedLevelGreater">
用在 if：通缉是否超过指定值。

```text
010F IS_WANTED_LEVEL_GREATER
in: self, wantedLevel
```

```lua
isWantedLevelGreater(self, wantedLevel)
```

```js
Player.isWantedLevelGreater(self, wantedLevel)
```
</Opcode>

## 清通缉

<Opcode id="0110" name="CLEAR_WANTED_LEVEL" member="Player.ClearWantedLevel">
清除通缉。

```text
0110 CLEAR_WANTED_LEVEL
in: self
```

```lua
clearWantedLevel(self)
```

```js
Player.clearWantedLevel(self)
```
</Opcode>

## 是否死亡

<Opcode id="0117" name="IS_PLAYER_DEAD" member="Player.IsDead">
用在 if：玩家是否死亡（Wasted）。

```text
0117 IS_PLAYER_DEAD
in: self
```

```lua
isPlayerDead(self)
```

```js
Player.isDead(self)
```
</Opcode>

## 是否按喇叭

<Opcode id="0122" name="IS_PLAYER_PRESSING_HORN" member="Player.IsPressingHorn">
用在 if：是否在车里按喇叭。

```text
0122 IS_PLAYER_PRESSING_HORN
in: self
```

```lua
isPlayerPressingHorn(self)
```

```js
Player.isPressingHorn(self)
```
</Opcode>

## 开关操控

<Opcode id="01B4" name="SET_PLAYER_CONTROL" member="Player.SetControl">
开关玩家操控。

```text
01B4 SET_PLAYER_CONTROL
in: self, state
```

```lua
setPlayerControl(self, state)
```

```js
Player.setControl(self, state)
```
</Opcode>

## 取通缉等级

<Opcode id="01C0" name="STORE_WANTED_LEVEL" member="Player.StoreWantedLevel">
取当前通缉等级。

```text
01C0 STORE_WANTED_LEVEL
in: self
out: wantedLevel
```

```lua
local wantedLevel = storeWantedLevel(self)
```

```js
Player.storeWantedLevel(self)
```
</Opcode>

## 取角色句柄

<Opcode id="01F5" name="GET_PLAYER_CHAR" member="Player.GetChar">
取玩家对应角色句柄。

```text
01F5 GET_PLAYER_CHAR
in: self
out: handle
```

```lua
local handle = getPlayerChar(self)
```

```js
Player.getChar(self)
```
</Opcode>

## 玩家车刹车

<Opcode id="0221" name="APPLY_BRAKES_TO_PLAYERS_CAR" member="Player.ApplyBrakesToCar">
给玩家的车刹车。

```text
0221 APPLY_BRAKES_TO_PLAYERS_CAR
in: self, state
```

```lua
applyBrakesToPlayersCar(self, state)
```

```js
Player.applyBrakesToCar(self, state)
```
</Opcode>

## 是否遥控模式

<Opcode id="0241" name="IS_PLAYER_IN_REMOTE_MODE" member="Player.IsInRemoteMode">
用在 if：是否遥控车模式。

```text
0241 IS_PLAYER_IN_REMOTE_MODE
in: self
```

```lua
isPlayerInRemoteMode(self)
```

```js
Player.isInRemoteMode(self)
```
</Opcode>

## 是否在玩

<Opcode id="0256" name="IS_PLAYER_PLAYING" member="Player.IsPlaying">
用在 if：存活且未被捕。

```text
0256 IS_PLAYER_PLAYING
in: self
```

```lua
isPlayerPlaying(self)
```

```js
Player.isPlaying(self)
```
</Opcode>

## 重置击毁计数

<Opcode id="0297" name="RESET_NUM_OF_MODELS_KILLED_BY_PLAYER" member="Player.ResetNumOfModelsKilled">
重置「击毁某模型」计数。

```text
0297 RESET_NUM_OF_MODELS_KILLED_BY_PLAYER
in: self
```

```lua
resetNumOfModelsKilledByPlayer(self)
```

```js
Player.resetNumOfModelsKilled(self)
```
</Opcode>

## 取击毁次数

<Opcode id="0298" name="GET_NUM_OF_MODELS_KILLED_BY_PLAYER" member="Player.GetNumOfModelsKilled">
取击毁指定模型次数。

```text
0298 GET_NUM_OF_MODELS_KILLED_BY_PLAYER
in: self, modelId
out: amount
```

```lua
local amount = getNumOfModelsKilledByPlayer(self, modelId)
```

```js
Player.getNumOfModelsKilled(self, modelId)
```
</Opcode>

## 永不疲劳

<Opcode id="0330" name="SET_PLAYER_NEVER_GETS_TIRED" member="Player.SetNeverGetsTired">
是否永不疲劳狂奔。

```text
0330 SET_PLAYER_NEVER_GETS_TIRED
in: self, state
```

```lua
setPlayerNeverGetsTired(self, state)
```

```js
Player.setNeverGetsTired(self, state)
```
</Opcode>

## 快速换弹

<Opcode id="0331" name="SET_PLAYER_FAST_RELOAD" member="Player.SetFastReload">
是否 4 倍换弹。

```text
0331 SET_PLAYER_FAST_RELOAD
in: self, state
```

```lua
setPlayerFastReload(self, state)
```

```js
Player.setFastReload(self, state)
```
</Opcode>

## 能否开任务

<Opcode id="03EE" name="CAN_PLAYER_START_MISSION" member="Player.CanStartMission">
用在 if：是否可开任务（可移动）。

```text
03EE CAN_PLAYER_START_MISSION
in: self
```

```lua
canPlayerStartMission(self)
```

```js
Player.canStartMission(self)
```
</Opcode>

## 过场安全位

<Opcode id="03EF" name="MAKE_PLAYER_SAFE_FOR_CUTSCENE" member="Player.MakeSafeForCutscene">
过场前把玩家放到安全位置。

```text
03EF MAKE_PLAYER_SAFE_FOR_CUTSCENE
in: self
```

```lua
makePlayerSafeForCutscene(self)
```

```js
Player.makeSafeForCutscene(self)
```
</Opcode>

## 白给医疗

<Opcode id="0414" name="SET_FREE_HEALTH_CARE" member="Player.SetFreeHealthCare">
白给医疗：浪费一次是否免扣钱。

```text
0414 SET_FREE_HEALTH_CARE
in: self, state
```

```lua
setFreeHealthCare(self, state)
```

```js
Player.setFreeHealthCare(self, state)
```
</Opcode>

## 是否瞄准角色

<Opcode id="0457" name="IS_PLAYER_TARGETTING_CHAR" member="Player.IsTargetingChar">
用在 if：是否瞄准指定角色。

```text
0457 IS_PLAYER_TARGETTING_CHAR
in: self, handle
```

```lua
isPlayerTargettingChar(self, handle)
```

```js
Player.isTargetingChar(self, handle)
```
</Opcode>

## 是否瞄准物体

<Opcode id="0458" name="IS_PLAYER_TARGETTING_OBJECT" member="Player.IsTargetingObject">
用在 if：是否瞄准指定物体。

```text
0458 IS_PLAYER_TARGETTING_OBJECT
in: self, handle
```

```lua
isPlayerTargettingObject(self, handle)
```

```js
Player.isTargetingObject(self, handle)
```
</Opcode>

## 设置情绪

<Opcode id="04E3" name="SET_PLAYER_MOOD" member="Player.SetMood">
设置情绪，影响台词。

```text
04E3 SET_PLAYER_MOOD
in: self, mood, time
```

```lua
setPlayerMood(self, mood, time)
```

```js
Player.setMood(self, mood, time)
```
</Opcode>

## 翘轮统计

<Opcode id="04FC" name="GET_WHEELIE_STATS" member="Player.GetWheelieStats">
最近一次翘前轮/翘后轮统计。

```text
04FC GET_WHEELIE_STATS
in: self
out: twoWheelsTime, twoWheelsDistance, wheelieTime, wheelieDistance, stoppieTime, stoppieDistance
```

```lua
local twoWheelsTime, twoWheelsDistance, wheelieTime, wheelieDistance, stoppieTime, stoppieDistance = getWheelieStats(self)
```

```js
Player.getWheelieStats(self)
```
</Opcode>

## 是否穿某装

<Opcode id="0500" name="IS_PLAYER_WEARING" member="Player.IsWearing">
用在 if：部位是否穿指定模型（0784/087B）。

```text
0500 IS_PLAYER_WEARING
in: self, bodyPart, modelName
```

```lua
isPlayerWearing(self, bodyPart, modelName)
```

```js
Player.isWearing(self, bodyPart, modelName)
```
</Opcode>

## 允许车内射击

<Opcode id="0501" name="SET_PLAYER_CAN_DO_DRIVE_BY" member="Player.SetCanDoDriveBy">
是否允许车内射击。

```text
0501 SET_PLAYER_CAN_DO_DRIVE_BY
in: self, state
```

```lua
setPlayerCanDoDriveBy(self, state)
```

```js
Player.setCanDoDriveBy(self, state)
```
</Opcode>

## 醉酒强度

<Opcode id="052C" name="SET_PLAYER_DRUNKENNESS" member="Player.SetDrunkenness">
醉酒镜头晃动强度。

```text
052C SET_PLAYER_DRUNKENNESS
in: self, intensity
```

```lua
setPlayerDrunkenness(self, intensity)
```

```js
Player.setDrunkenness(self, intensity)
```
</Opcode>

## 防火

<Opcode id="055D" name="MAKE_PLAYER_FIRE_PROOF" member="Player.MakeFireProof">
是否防火。

```text
055D MAKE_PLAYER_FIRE_PROOF
in: self, state
```

```lua
makePlayerFireProof(self, state)
```

```js
Player.makeFireProof(self, state)
```
</Opcode>

## 提高最大生命

<Opcode id="055E" name="INCREASE_PLAYER_MAX_HEALTH" member="Player.IncreaseMaxHealth">
提高最大生命并回满。

```text
055E INCREASE_PLAYER_MAX_HEALTH
in: self, value
```

```lua
increasePlayerMaxHealth(self, value)
```

```js
Player.increaseMaxHealth(self, value)
```
</Opcode>

## 提高最大护甲

<Opcode id="055F" name="INCREASE_PLAYER_MAX_ARMOUR" member="Player.IncreaseMaxArmor">
提高最大护甲并回满。

```text
055F INCREASE_PLAYER_MAX_ARMOUR
in: self, value
```

```lua
increasePlayerMaxArmour(self, value)
```

```js
Player.increaseMaxArmor(self, value)
```
</Opcode>

## 确保车内弹药

<Opcode id="0563" name="ENSURE_PLAYER_HAS_DRIVE_BY_WEAPON" member="Player.EnsureHasDriveByWeapon">
确保车内射击弹药量。

```text
0563 ENSURE_PLAYER_HAS_DRIVE_BY_WEAPON
in: self, ammo
```

```lua
ensurePlayerHasDriveByWeapon(self, ammo)
```

```js
Player.ensureHasDriveByWeapon(self, ammo)
```
</Opcode>

## 是否在 info zone

<Opcode id="0583" name="IS_PLAYER_IN_INFO_ZONE" member="Player.IsInInfoZone">
用在 if：是否在指定 info zone。

```text
0583 IS_PLAYER_IN_INFO_ZONE
in: self, infoZone
```

```lua
isPlayerInInfoZone(self, infoZone)
```

```js
Player.isInInfoZone(self, infoZone)
```
</Opcode>

## 是否瞄准任何

<Opcode id="068C" name="IS_PLAYER_TARGETTING_ANYTHING" member="Player.IsTargetingAnything">
用在 if：是否自动瞄准人或物。

```text
068C IS_PLAYER_TARGETTING_ANYTHING
in: self
```

```lua
isPlayerTargettingAnything(self)
```

```js
Player.isTargetingAnything(self)
```
</Opcode>

## 禁用冲刺

<Opcode id="06AF" name="DISABLE_PLAYER_SPRINT" member="Player.DisableSprint">
禁用冲刺。

```text
06AF DISABLE_PLAYER_SPRINT
in: self, state
```

```lua
disablePlayerSprint(self, state)
```

```js
Player.disableSprint(self, state)
```
</Opcode>

## 删除玩家

<Opcode id="06DF" name="DELETE_PLAYER" member="Player.Delete">
删除玩家。

```text
06DF DELETE_PLAYER
in: self
```

```lua
deletePlayer(self)
```

```js
Player.delete(self)
```
</Opcode>

## 重建模型

<Opcode id="070D" name="BUILD_PLAYER_MODEL" member="Player.BuildModel">
重建玩家模型并应用贴图。

```text
070D BUILD_PLAYER_MODEL
in: self
```

```lua
buildPlayerModel(self)
```

```js
Player.buildModel(self)
```
</Opcode>

## 给服装哈希

<Opcode id="0784" name="GIVE_PLAYER_CLOTHES" member="Player.GiveClothes">
给服装（纹理/模型哈希 + 部位）。

```text
0784 GIVE_PLAYER_CLOTHES
in: self, textureHash, modelHash, bodyPart
```

```lua
givePlayerClothes(self, textureHash, modelHash, bodyPart)
```

```js
Player.giveClothes(self, textureHash, modelHash, bodyPart)
```
</Opcode>

## 暂存服装

<Opcode id="0793" name="STORE_CLOTHES_STATE" member="Player.StoreClothesState">
暂存当前服装（0794 恢复）。

```text
0793 STORE_CLOTHES_STATE
```

```lua
storeClothesState()
```

```js
Player.storeClothesState()
```
</Opcode>

## 恢复服装

<Opcode id="0794" name="RESTORE_CLOTHES_STATE" member="Player.RestoreClothesState">
恢复 0793 暂存的服装。

```text
0794 RESTORE_CLOTHES_STATE
```

```lua
restoreClothesState()
```

```js
Player.restoreClothesState()
```
</Opcode>

## 取玩家组

<Opcode id="07AF" name="GET_PLAYER_GROUP" member="Player.GetGroup">
取玩家小组句柄。

```text
07AF GET_PLAYER_GROUP
in: self
out: handle
```

```lua
local handle = getPlayerGroup(self)
```

```js
Player.getGroup(self)
```
</Opcode>

## 组招募开关

<Opcode id="07B4" name="SET_PLAYER_GROUP_RECRUITMENT" member="Player.SetGroupRecruitment">
是否可招募进组。

```text
07B4 SET_PLAYER_GROUP_RECRUITMENT
in: self, state
```

```lua
setPlayerGroupRecruitment(self, state)
```

```js
Player.setGroupRecruitment(self, state)
```
</Opcode>

## 是否翘前轮

<Opcode id="07F1" name="IS_PLAYER_PERFORMING_WHEELIE" member="Player.IsPerformingWheelie">
用在 if：是否在翘前轮。

```text
07F1 IS_PLAYER_PERFORMING_WHEELIE
in: self
```

```lua
isPlayerPerformingWheelie(self)
```

```js
Player.isPerformingWheelie(self)
```
</Opcode>

## 是否翘后轮停

<Opcode id="07F2" name="IS_PLAYER_PERFORMING_STOPPIE" member="Player.IsPerformingStoppie">
用在 if：是否在翘后轮停。

```text
07F2 IS_PLAYER_PERFORMING_STOPPIE
in: self
```

```lua
isPlayerPerformingStoppie(self)
```

```js
Player.isPerformingStoppie(self)
```
</Opcode>

## 击杀行人数

<Opcode id="0806" name="GET_TOTAL_NUMBER_OF_PEDS_KILLED_BY_PLAYER" member="Player.GetTotalNumberOfPedsKilled">
自上次重置（0297）起击杀行人数。

```text
0806 GET_TOTAL_NUMBER_OF_PEDS_KILLED_BY_PLAYER
in: self
out: numPeds
```

```lua
local numPeds = getTotalNumberOfPedsKilledByPlayer(self)
```

```js
Player.getTotalNumberOfPedsKilled(self)
```
</Opcode>

## 所在城市

<Opcode id="0842" name="GET_CITY_PLAYER_IS_IN" member="Player.GetCityIsIn">
玩家当前所在城市。

```text
0842 GET_CITY_PLAYER_IS_IN
in: self
out: level
```

```lua
local level = getCityPlayerIsIn(self)
```

```js
Player.getCityIsIn(self)
```
</Opcode>

## 附着朝向

<Opcode id="0858" name="SET_HEADING_FOR_ATTACHED_PLAYER" member="Player.SetHeadingForAttached">
附着到物体/车时的视角朝向。

```text
0858 SET_HEADING_FOR_ATTACHED_PLAYER
in: self, heading, headingRange
```

```lua
setHeadingForAttachedPlayer(self, heading, headingRange)
```

```js
Player.setHeadingForAttached(self, heading, headingRange)
```
</Opcode>

## 附着朝向是否到位

<Opcode id="0861" name="IS_ATTACHED_PLAYER_HEADING_ACHIEVED" member="Player.IsAttachedHeadingAchieved">
用在 if：0858 朝向是否到位。

```text
0861 IS_ATTACHED_PLAYER_HEADING_ACHIEVED
in: self
```

```lua
isAttachedPlayerHeadingAchieved(self)
```

```js
Player.isAttachedHeadingAchieved(self)
```
</Opcode>

## 店外给服装

<Opcode id="087B" name="GIVE_PLAYER_CLOTHES_OUTSIDE_SHOP" member="Player.GiveClothesOutsideShop">
店外设置服装（名字符串）。

```text
087B GIVE_PLAYER_CLOTHES_OUTSIDE_SHOP
in: self, textureName, modelName, bodyPart
```

```lua
givePlayerClothesOutsideShop(self, textureName, modelName, bodyPart)
```

```js
Player.giveClothesOutsideShop(self, textureName, modelName, bodyPart)
```
</Opcode>

## 隐藏帮派成员

<Opcode id="08F5" name="MAKE_PLAYER_GANG_DISAPPEAR" member="Player.MakeGangDisappear">
隐藏玩家帮派成员。

```text
08F5 MAKE_PLAYER_GANG_DISAPPEAR
```

```lua
makePlayerGangDisappear()
```

```js
Player.makeGangDisappear()
```
</Opcode>

## 显示帮派成员

<Opcode id="08F6" name="MAKE_PLAYER_GANG_REAPPEAR" member="Player.MakeGangReappear">
恢复显示玩家帮派成员。

```text
08F6 MAKE_PLAYER_GANG_REAPPEAR
```

```lua
makePlayerGangReappear()
```

```js
Player.makeGangReappear()
```
</Opcode>

## 取服装哈希

<Opcode id="08F7" name="GET_CLOTHES_ITEM" member="Player.GetClothesItem">
取部位当前服装哈希。

```text
08F7 GET_CLOTHES_ITEM
in: self, bodyPart
out: textureHash, modelHash
```

```lua
local textureHash, modelHash = getClothesItem(self, bodyPart)
```

```js
Player.getClothesItem(self, bodyPart)
```
</Opcode>

## 取最大护甲

<Opcode id="0945" name="GET_PLAYER_MAX_ARMOUR" member="Player.GetMaxArmor">
取最大护甲。

```text
0945 GET_PLAYER_MAX_ARMOUR
in: self
out: maxArmour
```

```lua
local maxArmour = getPlayerMaxArmour(self)
```

```js
Player.getMaxArmor(self)
```
</Opcode>

## 切换模型

<Opcode id="09C7" name="SET_PLAYER_MODEL" member="Player.SetModel">
切换玩家模型。

```text
09C7 SET_PLAYER_MODEL
in: self, modelId
```

```lua
setPlayerModel(self, modelId)
```

```js
Player.setModel(self, modelId)
```
</Opcode>

## 强制室内光

<Opcode id="09D7" name="FORCE_INTERIOR_LIGHTING_FOR_PLAYER" member="Player.ForceInteriorLighting">
强制室内光照。

```text
09D7 FORCE_INTERIOR_LIGHTING_FOR_PLAYER
in: self, state
```

```lua
forceInteriorLightingForPlayer(self, state)
```

```js
Player.forceInteriorLighting(self, state)
```
</Opcode>

## 引爆器

<Opcode id="09D9" name="USE_DETONATOR" member="Player.UseDetonator">
引爆玩家埋的沙林/汽车炸弹。

```text
09D9 USE_DETONATOR
```

```lua
useDetonator()
```

```js
Player.useDetonator()
```
</Opcode>

## 操控是否开

<Opcode id="09E7" name="IS_PLAYER_CONTROL_ON" member="Player.IsControlOn">
用在 if：操控是否仍开启（01B4）。

```text
09E7 IS_PLAYER_CONTROL_ON
in: self
```

```lua
isPlayerControlOn(self)
```

```js
Player.isControlOn(self)
```
</Opcode>

## 摘护目镜

<Opcode id="09EB" name="PLAYER_TAKE_OFF_GOGGLES" member="Player.TakeOffGoggles">
摘下护目镜并关夜视/热成像。

```text
09EB PLAYER_TAKE_OFF_GOGGLES
in: self, animate
```

```lua
playerTakeOffGoggles(self, animate)
```

```js
Player.takeOffGoggles(self, animate)
```
</Opcode>

## 是否喷气背包

<Opcode id="0A0C" name="IS_PLAYER_USING_JETPACK" member="Player.IsUsingJetpack">
用在 if：是否在用喷气背包。

```text
0A0C IS_PLAYER_USING_JETPACK
in: self
```

```lua
isPlayerUsingJetpack(self)
```

```js
Player.isUsingJetpack(self)
```
</Opcode>

## 组永远跟随

<Opcode id="0A20" name="SET_PLAYER_GROUP_TO_FOLLOW_ALWAYS" member="Player.SetGroupToFollowAlways">
组永远跟随（禁等待指令等）。

```text
0A20 SET_PLAYER_GROUP_TO_FOLLOW_ALWAYS
in: self, state
```

```lua
setPlayerGroupToFollowAlways(self, state)
```

```js
Player.setGroupToFollowAlways(self, state)
```
</Opcode>

## 是否攀爬

<Opcode id="0A29" name="IS_PLAYER_CLIMBING" member="Player.IsClimbing">
用在 if：是否在攀爬。

```text
0A29 IS_PLAYER_CLIMBING
in: self
```

```lua
isPlayerClimbing(self)
```

```js
Player.isClimbing(self)
```
</Opcode>

## 组永不跟随

<Opcode id="0A31" name="SET_PLAYER_GROUP_TO_FOLLOW_NEVER" member="Player.SetGroupToFollowNever">
组永不跟随（含跟随键）。

```text
0A31 SET_PLAYER_GROUP_TO_FOLLOW_NEVER
in: self, state
```

```lua
setPlayerGroupToFollowNever(self, state)
```

```js
Player.setGroupToFollowNever(self, state)
```
</Opcode>

## 上一发建筑模型

<Opcode id="0A3A" name="IS_LAST_BUILDING_MODEL_SHOT_BY_PLAYER" member="Player.IsLastBuildingModelShot">
用在 if：上一发打中的建筑模型是否匹配。

```text
0A3A IS_LAST_BUILDING_MODEL_SHOT_BY_PLAYER
in: self, modelId
```

```lua
isLastBuildingModelShotByPlayer(self, modelId)
```

```js
Player.isLastBuildingModelShot(self, modelId)
```
</Opcode>

## 清建筑射击记录

<Opcode id="0A3B" name="CLEAR_LAST_BUILDING_MODEL_SHOT_BY_PLAYER" member="Player.ClearLastBuildingModelShot">
清除上一发建筑模型记录。

```text
0A3B CLEAR_LAST_BUILDING_MODEL_SHOT_BY_PLAYER
in: self
```

```lua
clearLastBuildingModelShotByPlayer(self)
```

```js
Player.clearLastBuildingModelShot(self)
```
</Opcode>