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
Durability
The item's condition, or -1 for its default or none.
public float Durability { get; set; }
Property Value
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
IsPersistent
Whether the item is a persistent reference in the game files, which does not respawn.
public bool IsPersistent { get; set; }
Property Value
IsValid
public bool IsValid { get; }
Property Value
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
ParentCellY
The Y coordinate of the exterior grid square.
public int ParentCellY { get; set; }
Property Value
Position
The position in the game's world space, in centimeters.
public Vector3 Position { get; set; }
Property Value
RefId
The ref id of this placed object or actor.
public uint RefId { get; set; }
Property Value
Rotation
The yaw, in degrees.
public float Rotation { 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
StackSize
How many items lie in the stack.
public int StackSize { get; set; }
Property Value
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
Type Parameters
T
Keep()
This entity, which it already is: a loop over this shape hands over the shape itself.
public DroppedItem 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.
TryAs<T>(out T)
public bool TryAs<T>(out T archetype) where T : struct, IArchetypeQueryable
Parameters
archetype T
Returns
Type Parameters
T