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Version: 1.0.0

Struct DroppedItem

Namespace: OblivionMp.Sdk.Common.Archetypes
Assembly: OblivionMp.Sdk.Common.dll

An item lying on the ground.

[Archetype(true)]
[Tag(typeof(AllowOwnershipTransferOnScopeEnterTag))]
[Tag(typeof(AllowOwnershipTransferOnScopeLeaveTag))]
[Include(typeof(Transform), "")]
[Include(typeof(RefIdMixin), "")]
[Include(typeof(BaseIdMixin), "")]
[Include(typeof(ItemExtraData), "")]
[Include(typeof(Presence), "")]
[Include(typeof(SeedOrigin), "")]
[Include(typeof(ParentCell), "ParentCell")]
public readonly struct DroppedItem : IArchetype, IArchetypeQueryable, IEntityShape

Implements​

IArchetype, IArchetypeQueryable, IEntityShape

Inherited Members​

object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()

Properties​

BaseId​

The form this entity is made from, such as which kind of chest or which creature.

public NetworkFormId BaseId { get; set; }

Property Value​

NetworkFormId

Charge​

The item's enchantment charge, or -1 for its default or none.

public float Charge { get; set; }

Property Value​

float

Durability​

The item's condition, or -1 for its default or none.

public float Durability { get; set; }

Property Value​

float

IsDisabled​

Whether a seeded ref is enabled in the world. Starts from the game files and only the server writes it.

public bool IsDisabled { get; set; }

Property Value​

bool

IsPersistent​

Whether the item is a persistent reference in the game files, which does not respawn.

public bool IsPersistent { get; set; }

Property Value​

bool

IsValid​

public bool IsValid { get; }

Property Value​

bool

ParentCellKind​

Whether the cell is an interior or an exterior, or Unknown before the game has said.

public ParentCellKind ParentCellKind { get; set; }

Property Value​

ParentCellKind

ParentCellX​

The X coordinate of the exterior grid square.

public int ParentCellX { get; set; }

Property Value​

int

ParentCellY​

The Y coordinate of the exterior grid square.

public int ParentCellY { get; set; }

Property Value​

int

Position​

The position in the game's world space, in centimeters.

public Vector3 Position { get; set; }

Property Value​

Vector3

RefId​

The ref id of this placed object or actor.

public uint RefId { get; set; }

Property Value​

uint

Rotation​

The yaw, in degrees.

public float Rotation { get; set; }

Property Value​

float

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​

int

StackSize​

How many items lie in the stack.

public int StackSize { get; set; }

Property Value​

int

Methods​

As<T>()​

public T As<T>() where T : struct, IArchetypeQueryable

Returns​

T

Type Parameters​

T

Is<T>()​

public bool Is<T>() where T : struct, IArchetypeQueryable

Returns​

bool

Type Parameters​

T

Keep()​

This entity, which it already is: a loop over this shape hands over the shape itself.

public DroppedItem Keep()

Returns​

DroppedItem

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.

TryAs<T>(out T)​

public bool TryAs<T>(out T archetype) where T : struct, IArchetypeQueryable

Parameters​

archetype T

Returns​

bool

Type Parameters​

T

  • Properties
    • BaseId
    • Charge
    • Durability
    • IsDisabled
    • IsPersistent
    • IsValid
    • ParentCellKind
    • ParentCellX
    • ParentCellY
    • Position
    • RefId
    • Rotation
    • SeededCount
    • StackSize
  • Methods
    • As<T>()
    • Is<T>()
    • Keep()
    • TryAs<T>(out T)