Struct SeedOrigin
Namespace: OblivionMp.Sdk.Common.Archetypes.Mixins
Assembly: OblivionMp.Sdk.Common.dll
How a dropped item was seeded from the game files.
[ArchetypeMixin]
public readonly struct SeedOrigin : IArchetypeMixin, IArchetypeQueryable, IEntityShape
Implements
IArchetypeMixin, IArchetypeQueryable, IEntityShape
Inherited Members
object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()
Properties
IsPersistent
Whether the item is a persistent reference in the game files, which does not respawn.
public bool IsPersistent { get; set; }
Property Value
SeededCount
How many items the stack held when the server seeded it, or 0 when it was not seeded.
public int SeededCount { get; set; }
Property Value
Methods
Keep()
This entity, which it already is: a loop over this shape hands over the shape itself.
public SeedOrigin 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.