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<TITLE>LambdaMOO Programmer's Manual - Manipulating Players</TITLE>
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<H4><A NAME="SEC51" HREF="ProgrammersManual_toc.html#TOC51">Operations on Player Objects</A></H4>

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<DT><U>Function:</U> list <B>players</B> <I>()</I>
<DD><A NAME="IDX80"></A>
Returns a list of the object numbers of all player objects in the database.
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<DT><U>Function:</U> int <B>is_player</B> <I>(obj <VAR>object</VAR>)</I>
<DD><A NAME="IDX81"></A>
Returns a true value if the given <VAR>object</VAR> is a player object and a false
value otherwise.  If <VAR>object</VAR> is not valid, <CODE>E_INVARG</CODE> is raised.
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<DT><U>Function:</U> none <B>set_player_flag</B> <I>(obj <VAR>object</VAR>, <VAR>value</VAR>)</I>
<DD><A NAME="IDX82"></A>
Confers or removes the "player object" status of the given <VAR>object</VAR>,
depending upon the truth value of <VAR>value</VAR>.  If <VAR>object</VAR> is not valid,
<CODE>E_INVARG</CODE> is raised.  If the programmer is not a wizard, then
<CODE>E_PERM</CODE> is raised.

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If <VAR>value</VAR> is true, then <VAR>object</VAR> gains (or keeps) "player object"
status: it will be an element of the list returned by <CODE>players()</CODE>, the
expression <CODE>is_player(<VAR>object</VAR>)</CODE> will return true, and the server will
treat a call to <CODE>$do_login_command()</CODE> that returns <VAR>object</VAR> as
logging in the current connection.

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If <VAR>value</VAR> is false, the <VAR>object</VAR> loses (or continues to lack) "player
object" status: it will not be an element of the list returned by
<CODE>players()</CODE>, the expression <CODE>is_player(<VAR>object</VAR>)</CODE> will return
false, and users cannot connect to <VAR>object</VAR> by name when they log into the
server.  In addition, if a user is connected to <VAR>object</VAR> at the time that
it loses "player object" status, then that connection is immediately broken,
just as if <CODE>boot_player(<VAR>object</VAR>)</CODE> had been called (see the
description of <CODE>boot_player()</CODE> below).
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