privatebooleantoggledPartyChat;// should chat messages instantly go to party chat when added, idk if this should be saved
privateStringdisplayName;// the nickname, doesn't need to be saved with the chatuser object, could be saved but we can get it from the nicknamesview
privateStringprefix;// doesn't need saving, we get this from luckperms
privateStringstaffPrefix;// doesn't need saving, we get this from luckperms
privateStringprefixAll;// doesn't need saving, we get this from luckperms
privatebooleantoggleGc;// should be saved, this toggles if the player can see and use global chat
privateUUIDreplyTarget;// reply target for use in /msg i don't mind setting this to null on login, feedback?
privatelonggcCooldown;// the time when they last used gc, is used for the cooldown, i wouldn't save this, but setting this to the login time means they can't use gc for 30 seconds after logging in
privateLinkedList<Mail>mails;// mails aren't finalized yet, so for now a table sender, reciever, sendtime, readtime(if emtpy mail isn't read yet?, could also do a byte to control this), the actual message
privateLinkedList<UUID>ignoredPlayers;// a list of UUID, a new table non unique, where one is is the player select * from ignores where ignoredby = thisplayer? where the result is the uuid of the player ignored by this player?
privateLinkedList<UUID>ignoredBy;// a list of UUID, same table as above but select * from ignores where ignored = thisplayer? result should be the other user that ignored this player?