Struct MainCharacter
Namespace: OblivionMp.Sdk.Common.Archetypes
Assembly: OblivionMp.Sdk.Common.dll
A player's character in the world.
[Archetype(true)]
[Include(typeof(Transform), "")]
[Include(typeof(AnimationMovement), "")]
[Include(typeof(AnimationState), "")]
[Include(typeof(Appearance), "")]
[Include(typeof(Equipment), "")]
[Include(typeof(Vitals), "")]
[Include(typeof(PlayerActivity), "")]
[Include(typeof(EffectsAttributes), "Effect")]
[Include(typeof(SkillAttributes), "Skill")]
[Include(typeof(SocialAttributes), "Social")]
[Include(typeof(ParentCell), "ParentCell")]
[Include(typeof(BaseIdMixin), "")]
[Include(typeof(LevelMixin), "")]
[Include(typeof(Quiver), "")]
public readonly struct MainCharacter : IArchetype, IArchetypeQueryable, IEntityShape, IIndexed<PlayerId>
Implements
IArchetype, IArchetypeQueryable, IEntityShape, IIndexed<PlayerId>
Inherited Members
object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()
Properties
AnimActionSamplesCount
public int AnimActionSamplesCount { get; }
Property Value
AnimIsStaggered
The game's staggered animation flag.
public bool AnimIsStaggered { get; set; }
Property Value
AnimTagsCount
public int AnimTagsCount { get; }
Property Value
ArrowCount
How many arrows are equipped.
public int ArrowCount { get; set; }
Property Value
AttackingRequest
Whether an attack animation is requested.
public bool AttackingRequest { get; set; }
Property Value
AttackingTagsCount
public int AttackingTagsCount { get; }
Property Value
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
BeardPath
The asset path of the beard.
public NativeString256 BeardPath { get; set; }
Property Value
NativeString256
BlockAnimLayerClassName
The class name of the animation layer for blocking.
public NativeString256 BlockAnimLayerClassName { get; set; }
Property Value
NativeString256
BlockingTagsCount
public int BlockingTagsCount { get; }
Property Value
BoneScalingCount
public int BoneScalingCount { get; }
Property Value
CanExitAttack
Whether the character can leave the attack animation.
public bool CanExitAttack { get; set; }
Property Value
CanExitBlock
Whether the character can leave the block animation.
public bool CanExitBlock { get; set; }
Property Value
CanFootLock
The game's CanFootLock animation flag.
public bool CanFootLock { get; set; }
Property Value
CanUseOrientationWarping
The game's CanUseOrientationWarping animation flag.
public bool CanUseOrientationWarping { get; set; }
Property Value
CastingRequest
Whether a spell casting animation is requested.
public bool CastingRequest { get; set; }
Property Value
CastingRequestSamplesCount
public int CastingRequestSamplesCount { get; }
Property Value
CharacterStateFlags
Whether the character is running, sneaking, swimming, jumping, blocking, staggered, falling, dodging or holding a torch.
public CharacterStateFlags CharacterStateFlags { get; set; }
Property Value
CharacterStateFlags
ComboHitIndex
The index of the current hit in a melee combo.
public int ComboHitIndex { get; set; }
Property Value
CompWeaponDrawn
The game's CompWeaponDrawn animation flag.
public bool CompWeaponDrawn { get; set; }
Property Value
CurrentAnimAction
The game's current animation action, as a raw value.
public byte CurrentAnimAction { get; set; }
Property Value
CurrentGait
The name of the character's current gait.
public NativeString256 CurrentGait { get; set; }
Property Value
NativeString256
CurrentPoison
The poison on the equipped weapon.
public NetworkFormId CurrentPoison { get; set; }
Property Value
NetworkFormId
CustomisationBeardIndex
Which beard option is picked in the character creator.
public int CustomisationBeardIndex { get; set; }
Property Value
CustomisationEyeMaterialIndex
Which eye option is picked in the character creator.
public int CustomisationEyeMaterialIndex { get; set; }
Property Value
CustomisationEyebrowsIndex
Which eyebrows option is picked in the character creator.
public int CustomisationEyebrowsIndex { get; set; }
Property Value
CustomisationHairIndex
Which hair option is picked in the character creator.
public int CustomisationHairIndex { get; set; }
Property Value
CustomisationMustacheIndex
Which mustache option is picked in the character creator.
public int CustomisationMustacheIndex { get; set; }
Property Value
DetectedByOtherPlayer
Whether the player is sneaking and another player's character can see them.
public bool DetectedByOtherPlayer { get; set; }
Property Value
DodgeAnimLayerClassName
The class name of the animation layer for dodging.
public NativeString256 DodgeAnimLayerClassName { get; set; }
Property Value
NativeString256
DodgingRequest
Whether a dodge animation is requested.
public bool DodgingRequest { get; set; }
Property Value
EffectAttributeCount
public int EffectAttributeCount { get; }
Property Value
EquipUnequipTagsCount
public int EquipUnequipTagsCount { get; }
Property Value
EyeMaterialPath
The asset path of the eye material.
public NativeString256 EyeMaterialPath { get; set; }
Property Value
NativeString256
EyebrowsPath
The asset path of the eyebrows.
public NativeString256 EyebrowsPath { get; set; }
Property Value
NativeString256
FaceBaseMeshPath
The asset path of the base face mesh.
public NativeString256 FaceBaseMeshPath { get; set; }
Property Value
NativeString256
FaceMatOverrideCount
public int FaceMatOverrideCount { get; }
Property Value
FaceMorphCount
public int FaceMorphCount { get; }
Property Value
FaceMorphsSourcePath
The asset path of the face morphs source.
public NativeString256 FaceMorphsSourcePath { get; set; }
Property Value
NativeString256
Fatigue
Current fatigue.
public float Fatigue { get; set; }
Property Value
FatigueBase
Maximum fatigue.
public float FatigueBase { get; set; }
Property Value
ForceExitEquip
The game's ForceExitEquip animation flag.
public bool ForceExitEquip { get; set; }
Property Value
GameplayTagsCount
public int GameplayTagsCount { get; }
Property Value
GetUpAnimLayerClassName
The class name of the animation layer for getting up.
public NativeString256 GetUpAnimLayerClassName { get; set; }
Property Value
NativeString256
HairPath
The asset path of the hair.
public NativeString256 HairPath { get; set; }
Property Value
NativeString256
HasMeleeWeapon
Whether the character has a melee weapon equipped.
public bool HasMeleeWeapon { get; set; }
Property Value
HasQuiver
Whether the character has arrows equipped.
public bool HasQuiver { get; set; }
Property Value
Hp
Current health.
public float Hp { get; set; }
Property Value
HpBase
Maximum health.
public float HpBase { get; set; }
Property Value
InAirAnimLayerClassName
The class name of the animation layer for being in the air.
public NativeString256 InAirAnimLayerClassName { get; set; }
Property Value
NativeString256
InCombat
Whether the character is in combat.
public bool InCombat { get; set; }
Property Value
InCombatStance
Whether the character is in a combat stance.
public bool InCombatStance { get; set; }
Property Value
InDialogue
Whether the player is in a conversation.
public bool InDialogue { get; set; }
Property Value
IsDead
Whether the character is dead.
public bool IsDead { get; set; }
Property Value
IsMoving
Whether the character is moving.
public bool IsMoving { get; set; }
Property Value
IsStartCompleted
The game's IsStartCompleted animation flag.
public bool IsStartCompleted { get; set; }
Property Value
IsUsingFullBody
Whether the current animation uses the full body.
public bool IsUsingFullBody { get; set; }
Property Value
IsValid
public bool IsValid { get; }
Property Value
ItemsCount
public int ItemsCount { get; }
Property Value
LastAnimTagsCount
public int LastAnimTagsCount { get; }
Property Value
Level
The current level.
public ushort Level { get; set; }
Property Value
Magicka
Current magicka.
public float Magicka { get; set; }
Property Value
MagickaBase
Maximum magicka.
public float MagickaBase { get; set; }
Property Value
MeleeMontageSamplesCount
public int MeleeMontageSamplesCount { get; }
Property Value
MeleePlayRate
The play rate of that melee sequence.
public float MeleePlayRate { get; set; }
Property Value
MeleeSequenceName
The name of the melee animation sequence playing.
public NativeString256 MeleeSequenceName { get; set; }
Property Value
NativeString256
MontageName
The name of the animation montage playing.
public NativeString256 MontageName { get; set; }
Property Value
NativeString256
MontagePosition
The play position within that montage.
public float MontagePosition { get; set; }
Property Value
MustachePath
The asset path of the mustache.
public NativeString256 MustachePath { get; set; }
Property Value
NativeString256
OrientRotationToMovement
Whether the character turns to face the way it moves.
public bool OrientRotationToMovement { get; set; }
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
PlayerId
The player this character belongs to.
public PlayerId PlayerId { get; set; }
Property Value
PlayerId
Position
The position in the game's world space, in centimeters.
public Vector3 Position { get; set; }
Property Value
RacePath
The asset path of the character's race.
public NativeString256 RacePath { get; set; }
Property Value
NativeString256
RecoilAnimLayerClassName
The class name of the animation layer for recoiling.
public NativeString256 RecoilAnimLayerClassName { get; set; }
Property Value
NativeString256
RecoilingRequest
Whether a recoil animation is requested.
public bool RecoilingRequest { get; set; }
Property Value
Rotation
The yaw, in degrees.
public float Rotation { get; set; }
Property Value
SenescenceLevel
The age level of the character's face.
public int SenescenceLevel { get; set; }
Property Value
Sex
The character's sex.
public CharacterSex Sex { get; set; }
Property Value
CharacterSex
ShieldHandPoseAnimLayerClassName
The class name of the animation layer for the shield hand pose.
public NativeString256 ShieldHandPoseAnimLayerClassName { get; set; }
Property Value
NativeString256
SkillAttributeCount
public int SkillAttributeCount { get; }
Property Value
SkinColorCount
public int SkinColorCount { get; }
Property Value
SkinParamCount
public int SkinParamCount { get; }
Property Value
SkinParameterDefinitionsPath
The asset path of the skin parameter definitions.
public NativeString256 SkinParameterDefinitionsPath { get; set; }
Property Value
NativeString256
SocialAttributeCount
public int SocialAttributeCount { get; }
Property Value
SpellCastAnimLayerClassName
The class name of the animation layer for casting spells.
public NativeString256 SpellCastAnimLayerClassName { get; set; }
Property Value
NativeString256
StaggerAnimLayerClassName
The class name of the animation layer for staggering.
public NativeString256 StaggerAnimLayerClassName { get; set; }
Property Value
NativeString256
TorchAnimLayerClassName
The class name of the animation layer for holding a torch.
public NativeString256 TorchAnimLayerClassName { get; set; }
Property Value
NativeString256
UseControllerDesiredRotation
The game's UseControllerDesiredRotation movement setting.
public bool UseControllerDesiredRotation { get; set; }
Property Value
UseControllerRotationYaw
The game's UseControllerRotationYaw movement setting.
public bool UseControllerRotationYaw { get; set; }
Property Value
UseRotationSpeedCurve
The game's UseRotationSpeedCurve movement setting.
public bool UseRotationSpeedCurve { get; set; }
Property Value
WantsToRun
Whether the character wants to run.
public bool WantsToRun { get; set; }
Property Value
WeaponDrawn
Whether the character has a weapon drawn.
public bool WeaponDrawn { get; set; }
Property Value
Methods
AddAnimActionSamples(in SequencedSample)
[Changes("AnimationState.Field.AnimActionSamples")]
public void AddAnimActionSamples(in SequencedSample value)
Parameters
value SequencedSample
AddAnimTags(in NativeString256)
[Changes("AnimationState.Field.AnimTags")]
public void AddAnimTags(in NativeString256 value)
Parameters
value NativeString256
AddAttackingTags(in NativeString256)
[Changes("AnimationState.Field.AttackingTags")]
public void AddAttackingTags(in NativeString256 value)
Parameters
value NativeString256
AddBlockingTags(in NativeString256)
[Changes("AnimationState.Field.BlockingTags")]
public void AddBlockingTags(in NativeString256 value)
Parameters
value NativeString256
AddBoneScaling(in NativeString256, in float)
[Changes("Appearance.Field.BoneScaling")]
public bool AddBoneScaling(in NativeString256 key, in float value)
Parameters
key NativeString256
value float
Returns
AddCastingRequestSamples(in SequencedSample)
[Changes("AnimationState.Field.CastingRequestSamples")]
public void AddCastingRequestSamples(in SequencedSample value)
Parameters
value SequencedSample
AddEffectAttribute(in byte, in float)
[Changes("EffectsAttributes.Field.Attribute")]
public bool AddEffectAttribute(in byte key, in float value)
Parameters
key byte
value float
Returns
AddEquipUnequipTags(in NativeString256)
[Changes("AnimationState.Field.EquipUnequipTags")]
public void AddEquipUnequipTags(in NativeString256 value)
Parameters
value NativeString256
AddFaceMatOverride(in NativeString256, in NativeString256)
[Changes("Appearance.Field.FaceMatOverride")]
public bool AddFaceMatOverride(in NativeString256 key, in NativeString256 value)
Parameters
key NativeString256
value NativeString256
Returns
AddFaceMorph(in NativeString256, in float)
[Changes("Appearance.Field.FaceMorph")]
public bool AddFaceMorph(in NativeString256 key, in float value)
Parameters
key NativeString256
value float
Returns
AddGameplayTags(in NativeString256)
[Changes("AnimationState.Field.GameplayTags")]
public void AddGameplayTags(in NativeString256 value)
Parameters
value NativeString256
AddItems(in InventoryEntry)
[Changes("Equipment.Field.Items")]
public void AddItems(in InventoryEntry value)
Parameters
value InventoryEntry
AddLastAnimTags(in NativeString256)
[Changes("AnimationState.Field.LastAnimTags")]
public void AddLastAnimTags(in NativeString256 value)
Parameters
value NativeString256
AddMeleeMontageSamples(in SequencedSample)
[Changes("AnimationState.Field.MeleeMontageSamples")]
public void AddMeleeMontageSamples(in SequencedSample value)
Parameters
value SequencedSample
AddSkillAttribute(in byte, in float)
[Changes("SkillAttributes.Field.Attribute")]
public bool AddSkillAttribute(in byte key, in float value)
Parameters
key byte
value float
Returns
AddSkinColor(in NativeString256, in Vector4)
[Changes("Appearance.Field.SkinColor")]
public bool AddSkinColor(in NativeString256 key, in Vector4 value)
Parameters
key NativeString256
value Vector4
Returns
AddSkinParam(in NativeString256, in float)
[Changes("Appearance.Field.SkinParam")]
public bool AddSkinParam(in NativeString256 key, in float value)
Parameters
key NativeString256
value float
Returns
AddSocialAttribute(in byte, in float)
[Changes("SocialAttributes.Field.Attribute")]
public bool AddSocialAttribute(in byte key, in float value)
Parameters
key byte
value float
Returns
As<T>()
public T As<T>() where T : struct, IArchetypeQueryable
Returns
T
Type Parameters
T
ClearAnimActionSamples()
[Changes("AnimationState.Field.AnimActionSamples")]
public void ClearAnimActionSamples()
ClearAnimTags()
[Changes("AnimationState.Field.AnimTags")]
public void ClearAnimTags()
ClearAttackingTags()
[Changes("AnimationState.Field.AttackingTags")]
public void ClearAttackingTags()
ClearBlockingTags()
[Changes("AnimationState.Field.BlockingTags")]
public void ClearBlockingTags()
ClearBoneScaling()
[Changes("Appearance.Field.BoneScaling")]
public void ClearBoneScaling()
ClearCastingRequestSamples()
[Changes("AnimationState.Field.CastingRequestSamples")]
public void ClearCastingRequestSamples()
ClearEffectAttribute()
[Changes("EffectsAttributes.Field.Attribute")]
public void ClearEffectAttribute()
ClearEquipUnequipTags()
[Changes("AnimationState.Field.EquipUnequipTags")]
public void ClearEquipUnequipTags()
ClearFaceMatOverride()
[Changes("Appearance.Field.FaceMatOverride")]
public void ClearFaceMatOverride()
ClearFaceMorph()
[Changes("Appearance.Field.FaceMorph")]
public void ClearFaceMorph()
ClearGameplayTags()
[Changes("AnimationState.Field.GameplayTags")]
public void ClearGameplayTags()
ClearItems()
[Changes("Equipment.Field.Items")]
public void ClearItems()
ClearLastAnimTags()
[Changes("AnimationState.Field.LastAnimTags")]
public void ClearLastAnimTags()
ClearMeleeMontageSamples()
[Changes("AnimationState.Field.MeleeMontageSamples")]
public void ClearMeleeMontageSamples()
ClearSkillAttribute()
[Changes("SkillAttributes.Field.Attribute")]
public void ClearSkillAttribute()
ClearSkinColor()
[Changes("Appearance.Field.SkinColor")]
public void ClearSkinColor()
ClearSkinParam()
[Changes("Appearance.Field.SkinParam")]
public void ClearSkinParam()
ClearSocialAttribute()
[Changes("SocialAttributes.Field.Attribute")]
public void ClearSocialAttribute()
ContainsAnimActionSamples(in SequencedSample)
public bool ContainsAnimActionSamples(in SequencedSample value)
Parameters
value SequencedSample
Returns
ContainsAnimTags(in NativeString256)
public bool ContainsAnimTags(in NativeString256 value)
Parameters
value NativeString256
Returns
ContainsAttackingTags(in NativeString256)
public bool ContainsAttackingTags(in NativeString256 value)
Parameters
value NativeString256
Returns
ContainsBlockingTags(in NativeString256)
public bool ContainsBlockingTags(in NativeString256 value)
Parameters
value NativeString256
Returns
ContainsBoneScaling(in NativeString256, in float)
public bool ContainsBoneScaling(in NativeString256 key, in float value)
Parameters
key NativeString256
value float
Returns
ContainsBoneScalingKey(in NativeString256)
public bool ContainsBoneScalingKey(in NativeString256 key)
Parameters
key NativeString256
Returns
ContainsCastingRequestSamples(in SequencedSample)
public bool ContainsCastingRequestSamples(in SequencedSample value)
Parameters
value SequencedSample
Returns
ContainsEffectAttribute(in byte, in float)
public bool ContainsEffectAttribute(in byte key, in float value)
Parameters
key byte
value float
Returns
ContainsEffectAttributeKey(in byte)
public bool ContainsEffectAttributeKey(in byte key)
Parameters
key byte
Returns
ContainsEquipUnequipTags(in NativeString256)
public bool ContainsEquipUnequipTags(in NativeString256 value)
Parameters
value NativeString256
Returns
ContainsFaceMatOverride(in NativeString256, in NativeString256)
public bool ContainsFaceMatOverride(in NativeString256 key, in NativeString256 value)
Parameters
key NativeString256
value NativeString256
Returns
ContainsFaceMatOverrideKey(in NativeString256)
public bool ContainsFaceMatOverrideKey(in NativeString256 key)
Parameters
key NativeString256
Returns
ContainsFaceMorph(in NativeString256, in float)
public bool ContainsFaceMorph(in NativeString256 key, in float value)
Parameters
key NativeString256
value float
Returns
ContainsFaceMorphKey(in NativeString256)
public bool ContainsFaceMorphKey(in NativeString256 key)
Parameters
key NativeString256
Returns
ContainsGameplayTags(in NativeString256)
public bool ContainsGameplayTags(in NativeString256 value)
Parameters
value NativeString256
Returns
ContainsItems(in InventoryEntry)
public bool ContainsItems(in InventoryEntry value)
Parameters
value InventoryEntry
Returns
ContainsLastAnimTags(in NativeString256)
public bool ContainsLastAnimTags(in NativeString256 value)
Parameters
value NativeString256
Returns
ContainsMeleeMontageSamples(in SequencedSample)
public bool ContainsMeleeMontageSamples(in SequencedSample value)
Parameters
value SequencedSample
Returns
ContainsSkillAttribute(in byte, in float)
public bool ContainsSkillAttribute(in byte key, in float value)
Parameters
key byte
value float
Returns
ContainsSkillAttributeKey(in byte)
public bool ContainsSkillAttributeKey(in byte key)
Parameters
key byte
Returns
ContainsSkinColor(in NativeString256, in Vector4)
public bool ContainsSkinColor(in NativeString256 key, in Vector4 value)
Parameters
key NativeString256
value Vector4
Returns
ContainsSkinColorKey(in NativeString256)
public bool ContainsSkinColorKey(in NativeString256 key)
Parameters
key NativeString256
Returns
ContainsSkinParam(in NativeString256, in float)
public bool ContainsSkinParam(in NativeString256 key, in float value)
Parameters
key NativeString256
value float
Returns
ContainsSkinParamKey(in NativeString256)
public bool ContainsSkinParamKey(in NativeString256 key)
Parameters
key NativeString256
Returns
ContainsSocialAttribute(in byte, in float)
public bool ContainsSocialAttribute(in byte key, in float value)
Parameters
key byte
value float
Returns
ContainsSocialAttributeKey(in byte)
public bool ContainsSocialAttributeKey(in byte key)
Parameters
key byte
Returns
GetAnimActionSamples()
public NativeList<SequencedSample>.ReadOnly GetAnimActionSamples()
Returns
NativeList<SequencedSample>.ReadOnly
GetAnimActionSamples(int)
public SequencedSample GetAnimActionSamples(int index)
Parameters
index int
Returns
SequencedSample
GetAnimTags()
public NativeList<NativeString256>.ReadOnly GetAnimTags()
Returns
NativeList<NativeString256>.ReadOnly
GetAnimTags(int)
public NativeString256 GetAnimTags(int index)
Parameters
index int
Returns
NativeString256
GetAttackingTags()
public NativeList<NativeString256>.ReadOnly GetAttackingTags()
Returns
NativeList<NativeString256>.ReadOnly
GetAttackingTags(int)
public NativeString256 GetAttackingTags(int index)
Parameters
index int
Returns
NativeString256
GetBlockingTags()
public NativeList<NativeString256>.ReadOnly GetBlockingTags()
Returns
NativeList<NativeString256>.ReadOnly
GetBlockingTags(int)
public NativeString256 GetBlockingTags(int index)
Parameters
index int
Returns
NativeString256
GetBoneScaling()
public NativeDictionary<NativeString256, float, NativeStringHash256>.ReadOnly GetBoneScaling()
Returns
NativeDictionary<NativeString256, float, NativeStringHash256>.ReadOnly
GetBoneScaling(in NativeString256)
public float GetBoneScaling(in NativeString256 key)
Parameters
key NativeString256
Returns
GetCastingRequestSamples()
public NativeList<SequencedSample>.ReadOnly GetCastingRequestSamples()
Returns
NativeList<SequencedSample>.ReadOnly
GetCastingRequestSamples(int)
public SequencedSample GetCastingRequestSamples(int index)
Parameters
index int
Returns
SequencedSample
GetEffectAttribute()
public NativeDictionary<byte, float, ByteHash>.ReadOnly GetEffectAttribute()
Returns
NativeDictionary<byte, float, ByteHash>.ReadOnly
GetEffectAttribute(in byte)
public float GetEffectAttribute(in byte key)
Parameters
key byte
Returns
GetEquipUnequipTags()
public NativeList<NativeString256>.ReadOnly GetEquipUnequipTags()
Returns
NativeList<NativeString256>.ReadOnly
GetEquipUnequipTags(int)
public NativeString256 GetEquipUnequipTags(int index)
Parameters
index int
Returns
NativeString256
GetFaceMatOverride()
public NativeDictionary<NativeString256, NativeString256, NativeStringHash256>.ReadOnly GetFaceMatOverride()
Returns
NativeDictionary<NativeString256, NativeString256, NativeStringHash256>.ReadOnly
GetFaceMatOverride(in NativeString256)
public NativeString256 GetFaceMatOverride(in NativeString256 key)
Parameters
key NativeString256
Returns
NativeString256
GetFaceMorph()
public NativeDictionary<NativeString256, float, NativeStringHash256>.ReadOnly GetFaceMorph()
Returns
NativeDictionary<NativeString256, float, NativeStringHash256>.ReadOnly
GetFaceMorph(in NativeString256)
public float GetFaceMorph(in NativeString256 key)
Parameters
key NativeString256
Returns
GetGameplayTags()
public NativeList<NativeString256>.ReadOnly GetGameplayTags()
Returns
NativeList<NativeString256>.ReadOnly
GetGameplayTags(int)
public NativeString256 GetGameplayTags(int index)
Parameters
index int
Returns
NativeString256
GetItems()
public NativeList<InventoryEntry>.ReadOnly GetItems()
Returns
NativeList<InventoryEntry>.ReadOnly
GetItems(int)
public InventoryEntry GetItems(int index)
Parameters
index int
Returns
InventoryEntry
GetLastAnimTags()
public NativeList<NativeString256>.ReadOnly GetLastAnimTags()
Returns
NativeList<NativeString256>.ReadOnly
GetLastAnimTags(int)
public NativeString256 GetLastAnimTags(int index)
Parameters
index int
Returns
NativeString256
GetMeleeMontageSamples()
public NativeList<SequencedSample>.ReadOnly GetMeleeMontageSamples()
Returns
NativeList<SequencedSample>.ReadOnly
GetMeleeMontageSamples(int)
public SequencedSample GetMeleeMontageSamples(int index)
Parameters
index int
Returns
SequencedSample
GetSkillAttribute()
public NativeDictionary<byte, float, ByteHash>.ReadOnly GetSkillAttribute()
Returns
NativeDictionary<byte, float, ByteHash>.ReadOnly
GetSkillAttribute(in byte)
public float GetSkillAttribute(in byte key)
Parameters
key byte
Returns
GetSkinColor()
public NativeDictionary<NativeString256, Vector4, NativeStringHash256>.ReadOnly GetSkinColor()
Returns
NativeDictionary<NativeString256, Vector4, NativeStringHash256>.ReadOnly
GetSkinColor(in NativeString256)
public Vector4 GetSkinColor(in NativeString256 key)
Parameters
key NativeString256
Returns
GetSkinParam()
public NativeDictionary<NativeString256, float, NativeStringHash256>.ReadOnly GetSkinParam()
Returns
NativeDictionary<NativeString256, float, NativeStringHash256>.ReadOnly
GetSkinParam(in NativeString256)
public float GetSkinParam(in NativeString256 key)
Parameters
key NativeString256
Returns
GetSocialAttribute()
public NativeDictionary<byte, float, ByteHash>.ReadOnly GetSocialAttribute()
Returns
NativeDictionary<byte, float, ByteHash>.ReadOnly
GetSocialAttribute(in byte)
public float GetSocialAttribute(in byte key)
Parameters
key byte
Returns
InsertAnimActionSamples(int, in SequencedSample)
[Changes("AnimationState.Field.AnimActionSamples")]
public void InsertAnimActionSamples(int index, in SequencedSample value)
Parameters
index int
value SequencedSample
InsertAnimTags(int, in NativeString256)
[Changes("AnimationState.Field.AnimTags")]
public void InsertAnimTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
InsertAttackingTags(int, in NativeString256)
[Changes("AnimationState.Field.AttackingTags")]
public void InsertAttackingTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
InsertBlockingTags(int, in NativeString256)
[Changes("AnimationState.Field.BlockingTags")]
public void InsertBlockingTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
InsertCastingRequestSamples(int, in SequencedSample)
[Changes("AnimationState.Field.CastingRequestSamples")]
public void InsertCastingRequestSamples(int index, in SequencedSample value)
Parameters
index int
value SequencedSample
InsertEquipUnequipTags(int, in NativeString256)
[Changes("AnimationState.Field.EquipUnequipTags")]
public void InsertEquipUnequipTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
InsertGameplayTags(int, in NativeString256)
[Changes("AnimationState.Field.GameplayTags")]
public void InsertGameplayTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
InsertItems(int, in InventoryEntry)
[Changes("Equipment.Field.Items")]
public void InsertItems(int index, in InventoryEntry value)
Parameters
index int
value InventoryEntry
InsertLastAnimTags(int, in NativeString256)
[Changes("AnimationState.Field.LastAnimTags")]
public void InsertLastAnimTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
InsertMeleeMontageSamples(int, in SequencedSample)
[Changes("AnimationState.Field.MeleeMontageSamples")]
public void InsertMeleeMontageSamples(int index, in SequencedSample value)
Parameters
index int
value SequencedSample
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 MainCharacter 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.
RemoveAtAnimActionSamples(int)
[Changes("AnimationState.Field.AnimActionSamples")]
public SequencedSample RemoveAtAnimActionSamples(int index)
Parameters
index int
Returns
SequencedSample
RemoveAtAnimTags(int)
[Changes("AnimationState.Field.AnimTags")]
public NativeString256 RemoveAtAnimTags(int index)
Parameters
index int
Returns
NativeString256
RemoveAtAttackingTags(int)
[Changes("AnimationState.Field.AttackingTags")]
public NativeString256 RemoveAtAttackingTags(int index)
Parameters
index int
Returns
NativeString256
RemoveAtBlockingTags(int)
[Changes("AnimationState.Field.BlockingTags")]
public NativeString256 RemoveAtBlockingTags(int index)
Parameters
index int
Returns
NativeString256
RemoveAtCastingRequestSamples(int)
[Changes("AnimationState.Field.CastingRequestSamples")]
public SequencedSample RemoveAtCastingRequestSamples(int index)
Parameters
index int
Returns
SequencedSample
RemoveAtEquipUnequipTags(int)
[Changes("AnimationState.Field.EquipUnequipTags")]
public NativeString256 RemoveAtEquipUnequipTags(int index)
Parameters
index int
Returns
NativeString256
RemoveAtGameplayTags(int)
[Changes("AnimationState.Field.GameplayTags")]
public NativeString256 RemoveAtGameplayTags(int index)
Parameters
index int
Returns
NativeString256
RemoveAtItems(int)
[Changes("Equipment.Field.Items")]
public InventoryEntry RemoveAtItems(int index)
Parameters
index int
Returns
InventoryEntry
RemoveAtLastAnimTags(int)
[Changes("AnimationState.Field.LastAnimTags")]
public NativeString256 RemoveAtLastAnimTags(int index)
Parameters
index int
Returns
NativeString256
RemoveAtMeleeMontageSamples(int)
[Changes("AnimationState.Field.MeleeMontageSamples")]
public SequencedSample RemoveAtMeleeMontageSamples(int index)
Parameters
index int
Returns
SequencedSample
RemoveBoneScaling(in NativeString256)
[Changes("Appearance.Field.BoneScaling")]
public bool RemoveBoneScaling(in NativeString256 key)
Parameters
key NativeString256
Returns
RemoveEffectAttribute(in byte)
[Changes("EffectsAttributes.Field.Attribute")]
public bool RemoveEffectAttribute(in byte key)
Parameters
key byte
Returns
RemoveFaceMatOverride(in NativeString256)
[Changes("Appearance.Field.FaceMatOverride")]
public bool RemoveFaceMatOverride(in NativeString256 key)
Parameters
key NativeString256
Returns
RemoveFaceMorph(in NativeString256)
[Changes("Appearance.Field.FaceMorph")]
public bool RemoveFaceMorph(in NativeString256 key)
Parameters
key NativeString256
Returns
RemoveSkillAttribute(in byte)
[Changes("SkillAttributes.Field.Attribute")]
public bool RemoveSkillAttribute(in byte key)
Parameters
key byte
Returns
RemoveSkinColor(in NativeString256)
[Changes("Appearance.Field.SkinColor")]
public bool RemoveSkinColor(in NativeString256 key)
Parameters
key NativeString256
Returns
RemoveSkinParam(in NativeString256)
[Changes("Appearance.Field.SkinParam")]
public bool RemoveSkinParam(in NativeString256 key)
Parameters
key NativeString256
Returns
RemoveSocialAttribute(in byte)
[Changes("SocialAttributes.Field.Attribute")]
public bool RemoveSocialAttribute(in byte key)
Parameters
key byte
Returns
SetAnimActionSamples(in NativeList<SequencedSample>)
[Changes("AnimationState.Field.AnimActionSamples")]
public void SetAnimActionSamples(in NativeList<SequencedSample> value)
Parameters
value NativeList<SequencedSample>
SetAnimActionSamples(int, in SequencedSample)
[Changes("AnimationState.Field.AnimActionSamples")]
public void SetAnimActionSamples(int index, in SequencedSample value)
Parameters
index int
value SequencedSample
SetAnimTags(in NativeList<NativeString256>)
[Changes("AnimationState.Field.AnimTags")]
public void SetAnimTags(in NativeList<NativeString256> value)
Parameters
value NativeList<NativeString256>
SetAnimTags(int, in NativeString256)
[Changes("AnimationState.Field.AnimTags")]
public void SetAnimTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
SetAttackingTags(in NativeList<NativeString256>)
[Changes("AnimationState.Field.AttackingTags")]
public void SetAttackingTags(in NativeList<NativeString256> value)
Parameters
value NativeList<NativeString256>
SetAttackingTags(int, in NativeString256)
[Changes("AnimationState.Field.AttackingTags")]
public void SetAttackingTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
SetBlockingTags(in NativeList<NativeString256>)
[Changes("AnimationState.Field.BlockingTags")]
public void SetBlockingTags(in NativeList<NativeString256> value)
Parameters
value NativeList<NativeString256>
SetBlockingTags(int, in NativeString256)
[Changes("AnimationState.Field.BlockingTags")]
public void SetBlockingTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
SetBoneScaling(in NativeDictionary<NativeString256, float, NativeStringHash256>)
[Changes("Appearance.Field.BoneScaling")]
public void SetBoneScaling(in NativeDictionary<NativeString256, float, NativeStringHash256> value)
Parameters
value NativeDictionary<NativeString256, float, NativeStringHash256>
SetBoneScaling(in NativeString256, in float)
[Changes("Appearance.Field.BoneScaling")]
public void SetBoneScaling(in NativeString256 key, in float value)
Parameters
key NativeString256
value float
SetCastingRequestSamples(in NativeList<SequencedSample>)
[Changes("AnimationState.Field.CastingRequestSamples")]
public void SetCastingRequestSamples(in NativeList<SequencedSample> value)
Parameters
value NativeList<SequencedSample>
SetCastingRequestSamples(int, in SequencedSample)
[Changes("AnimationState.Field.CastingRequestSamples")]
public void SetCastingRequestSamples(int index, in SequencedSample value)
Parameters
index int
value SequencedSample
SetEffectAttribute(in NativeDictionary<byte, float, ByteHash>)
[Changes("EffectsAttributes.Field.Attribute")]
public void SetEffectAttribute(in NativeDictionary<byte, float, ByteHash> value)
Parameters
value NativeDictionary<byte, float, ByteHash>
SetEffectAttribute(in byte, in float)
[Changes("EffectsAttributes.Field.Attribute")]
public void SetEffectAttribute(in byte key, in float value)
Parameters
key byte
value float
SetEquipUnequipTags(in NativeList<NativeString256>)
[Changes("AnimationState.Field.EquipUnequipTags")]
public void SetEquipUnequipTags(in NativeList<NativeString256> value)
Parameters
value NativeList<NativeString256>
SetEquipUnequipTags(int, in NativeString256)
[Changes("AnimationState.Field.EquipUnequipTags")]
public void SetEquipUnequipTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
SetFaceMatOverride(in NativeDictionary<NativeString256, NativeString256, NativeStringHash256>)
[Changes("Appearance.Field.FaceMatOverride")]
public void SetFaceMatOverride(in NativeDictionary<NativeString256, NativeString256, NativeStringHash256> value)
Parameters
value NativeDictionary<NativeString256, NativeString256, NativeStringHash256>
SetFaceMatOverride(in NativeString256, in NativeString256)
[Changes("Appearance.Field.FaceMatOverride")]
public void SetFaceMatOverride(in NativeString256 key, in NativeString256 value)
Parameters
key NativeString256
value NativeString256
SetFaceMorph(in NativeDictionary<NativeString256, float, NativeStringHash256>)
[Changes("Appearance.Field.FaceMorph")]
public void SetFaceMorph(in NativeDictionary<NativeString256, float, NativeStringHash256> value)
Parameters
value NativeDictionary<NativeString256, float, NativeStringHash256>
SetFaceMorph(in NativeString256, in float)
[Changes("Appearance.Field.FaceMorph")]
public void SetFaceMorph(in NativeString256 key, in float value)
Parameters
key NativeString256
value float
SetGameplayTags(in NativeList<NativeString256>)
[Changes("AnimationState.Field.GameplayTags")]
public void SetGameplayTags(in NativeList<NativeString256> value)
Parameters
value NativeList<NativeString256>
SetGameplayTags(int, in NativeString256)
[Changes("AnimationState.Field.GameplayTags")]
public void SetGameplayTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
SetItems(in NativeList<InventoryEntry>)
[Changes("Equipment.Field.Items")]
public void SetItems(in NativeList<InventoryEntry> value)
Parameters
value NativeList<InventoryEntry>
SetItems(int, in InventoryEntry)
[Changes("Equipment.Field.Items")]
public void SetItems(int index, in InventoryEntry value)
Parameters
index int
value InventoryEntry
SetLastAnimTags(in NativeList<NativeString256>)
[Changes("AnimationState.Field.LastAnimTags")]
public void SetLastAnimTags(in NativeList<NativeString256> value)
Parameters
value NativeList<NativeString256>
SetLastAnimTags(int, in NativeString256)
[Changes("AnimationState.Field.LastAnimTags")]
public void SetLastAnimTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
SetMeleeMontageSamples(in NativeList<SequencedSample>)
[Changes("AnimationState.Field.MeleeMontageSamples")]
public void SetMeleeMontageSamples(in NativeList<SequencedSample> value)
Parameters
value NativeList<SequencedSample>
SetMeleeMontageSamples(int, in SequencedSample)
[Changes("AnimationState.Field.MeleeMontageSamples")]
public void SetMeleeMontageSamples(int index, in SequencedSample value)
Parameters
index int
value SequencedSample
SetSkillAttribute(in NativeDictionary<byte, float, ByteHash>)
[Changes("SkillAttributes.Field.Attribute")]
public void SetSkillAttribute(in NativeDictionary<byte, float, ByteHash> value)
Parameters
value NativeDictionary<byte, float, ByteHash>
SetSkillAttribute(in byte, in float)
[Changes("SkillAttributes.Field.Attribute")]
public void SetSkillAttribute(in byte key, in float value)
Parameters
key byte
value float
SetSkinColor(in NativeDictionary<NativeString256, Vector4, NativeStringHash256>)
[Changes("Appearance.Field.SkinColor")]
public void SetSkinColor(in NativeDictionary<NativeString256, Vector4, NativeStringHash256> value)
Parameters
value NativeDictionary<NativeString256, Vector4, NativeStringHash256>
SetSkinColor(in NativeString256, in Vector4)
[Changes("Appearance.Field.SkinColor")]
public void SetSkinColor(in NativeString256 key, in Vector4 value)
Parameters
key NativeString256
value Vector4
SetSkinParam(in NativeDictionary<NativeString256, float, NativeStringHash256>)
[Changes("Appearance.Field.SkinParam")]
public void SetSkinParam(in NativeDictionary<NativeString256, float, NativeStringHash256> value)
Parameters
value NativeDictionary<NativeString256, float, NativeStringHash256>
SetSkinParam(in NativeString256, in float)
[Changes("Appearance.Field.SkinParam")]
public void SetSkinParam(in NativeString256 key, in float value)
Parameters
key NativeString256
value float
SetSocialAttribute(in NativeDictionary<byte, float, ByteHash>)
[Changes("SocialAttributes.Field.Attribute")]
public void SetSocialAttribute(in NativeDictionary<byte, float, ByteHash> value)
Parameters
value NativeDictionary<byte, float, ByteHash>
SetSocialAttribute(in byte, in float)
[Changes("SocialAttributes.Field.Attribute")]
public void SetSocialAttribute(in byte key, in float value)
Parameters
key byte
value float
TryAs<T>(out T)
public bool TryAs<T>(out T archetype) where T : struct, IArchetypeQueryable
Parameters
archetype T
Returns
Type Parameters
T
TryGetBoneScalingValue(in NativeString256, out float)
public bool TryGetBoneScalingValue(in NativeString256 key, out float value)
Parameters
key NativeString256
value float
Returns
TryGetEffectAttributeValue(in byte, out float)
public bool TryGetEffectAttributeValue(in byte key, out float value)
Parameters
key byte
value float
Returns
TryGetFaceMatOverrideValue(in NativeString256, out NativeString256)
public bool TryGetFaceMatOverrideValue(in NativeString256 key, out NativeString256 value)
Parameters
key NativeString256
value NativeString256
Returns
TryGetFaceMorphValue(in NativeString256, out float)
public bool TryGetFaceMorphValue(in NativeString256 key, out float value)
Parameters
key NativeString256
value float
Returns
TryGetSkillAttributeValue(in byte, out float)
public bool TryGetSkillAttributeValue(in byte key, out float value)
Parameters
key byte
value float
Returns
TryGetSkinColorValue(in NativeString256, out Vector4)
public bool TryGetSkinColorValue(in NativeString256 key, out Vector4 value)
Parameters
key NativeString256
value Vector4
Returns
TryGetSkinParamValue(in NativeString256, out float)
public bool TryGetSkinParamValue(in NativeString256 key, out float value)
Parameters
key NativeString256
value float
Returns
TryGetSocialAttributeValue(in byte, out float)
public bool TryGetSocialAttributeValue(in byte key, out float value)
Parameters
key byte
value float