Struct Vitals
Namespace: OblivionMp.Sdk.Common.Archetypes.Mixins
Assembly: OblivionMp.Sdk.Common.dll
Health, magicka, fatigue, and whether the character is dead.
[ArchetypeMixin]
public readonly struct Vitals : 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
Fatigue
Current fatigue.
public float Fatigue { get; set; }
Property Value
FatigueBase
Maximum fatigue.
public float FatigueBase { get; set; }
Property Value
Hp
Current health.
public float Hp { get; set; }
Property Value
HpBase
Maximum health.
public float HpBase { get; set; }
Property Value
IsDead
Whether the character is dead.
public bool IsDead { get; set; }
Property Value
Magicka
Current magicka.
public float Magicka { get; set; }
Property Value
MagickaBase
Maximum magicka.
public float MagickaBase { get; set; }
Property Value
Methods
Keep()
This entity, which it already is: a loop over this shape hands over the shape itself.
public Vitals 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.