Struct MappedActor
Namespace: OblivionMp.Sdk.Archetypes.Mixins
Assembly: OblivionMp.Sdk.dll
The game actor that shows a character in this player's game.
[ArchetypeMixin]
[Extends(typeof(MainCharacter), "")]
public readonly struct MappedActor : IArchetypeMixin, IArchetypeQueryable, IEntityShape, IIndexed<nint>
Implements
IArchetypeMixin, IArchetypeQueryable, IEntityShape, IIndexed<nint>
Inherited Members
object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()
Properties
Pawn
The game actor that shows this character, or IntPtr.Zero while there is none.
public nint Pawn { get; }
Property Value
Methods
Keep()
This entity, which it already is: a loop over this shape hands over the shape itself.
public MappedActor Keep()
Returns
Remarks
Here so taking something out of a loop reads the same whichever way the loop walks. Whether a shape is walked by chunk follows from what it includes, which the call site cannot see and which changes when an include does.