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Version: 1.0.0

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​

int

AnimIsStaggered​

The game's staggered animation flag.

public bool AnimIsStaggered { get; set; }

Property Value​

bool

AnimTagsCount​

public int AnimTagsCount { get; }

Property Value​

int

ArrowCount​

How many arrows are equipped.

public int ArrowCount { get; set; }

Property Value​

int

AttackingRequest​

Whether an attack animation is requested.

public bool AttackingRequest { get; set; }

Property Value​

bool

AttackingTagsCount​

public int AttackingTagsCount { get; }

Property Value​

int

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​

int

BoneScalingCount​

public int BoneScalingCount { get; }

Property Value​

int

CanExitAttack​

Whether the character can leave the attack animation.

public bool CanExitAttack { get; set; }

Property Value​

bool

CanExitBlock​

Whether the character can leave the block animation.

public bool CanExitBlock { get; set; }

Property Value​

bool

CanFootLock​

The game's CanFootLock animation flag.

public bool CanFootLock { get; set; }

Property Value​

bool

CanUseOrientationWarping​

The game's CanUseOrientationWarping animation flag.

public bool CanUseOrientationWarping { get; set; }

Property Value​

bool

CastingRequest​

Whether a spell casting animation is requested.

public bool CastingRequest { get; set; }

Property Value​

bool

CastingRequestSamplesCount​

public int CastingRequestSamplesCount { get; }

Property Value​

int

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​

int

CompWeaponDrawn​

The game's CompWeaponDrawn animation flag.

public bool CompWeaponDrawn { get; set; }

Property Value​

bool

CurrentAnimAction​

The game's current animation action, as a raw value.

public byte CurrentAnimAction { get; set; }

Property Value​

byte

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​

int

CustomisationEyeMaterialIndex​

Which eye option is picked in the character creator.

public int CustomisationEyeMaterialIndex { get; set; }

Property Value​

int

CustomisationEyebrowsIndex​

Which eyebrows option is picked in the character creator.

public int CustomisationEyebrowsIndex { get; set; }

Property Value​

int

CustomisationHairIndex​

Which hair option is picked in the character creator.

public int CustomisationHairIndex { get; set; }

Property Value​

int

CustomisationMustacheIndex​

Which mustache option is picked in the character creator.

public int CustomisationMustacheIndex { get; set; }

Property Value​

int

DetectedByOtherPlayer​

Whether the player is sneaking and another player's character can see them.

public bool DetectedByOtherPlayer { get; set; }

Property Value​

bool

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​

bool

EffectAttributeCount​

public int EffectAttributeCount { get; }

Property Value​

int

EquipUnequipTagsCount​

public int EquipUnequipTagsCount { get; }

Property Value​

int

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​

int

FaceMorphCount​

public int FaceMorphCount { get; }

Property Value​

int

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​

float

FatigueBase​

Maximum fatigue.

public float FatigueBase { get; set; }

Property Value​

float

ForceExitEquip​

The game's ForceExitEquip animation flag.

public bool ForceExitEquip { get; set; }

Property Value​

bool

GameplayTagsCount​

public int GameplayTagsCount { get; }

Property Value​

int

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​

bool

HasQuiver​

Whether the character has arrows equipped.

public bool HasQuiver { get; set; }

Property Value​

bool

Hp​

Current health.

public float Hp { get; set; }

Property Value​

float

HpBase​

Maximum health.

public float HpBase { get; set; }

Property Value​

float

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​

bool

InCombatStance​

Whether the character is in a combat stance.

public bool InCombatStance { get; set; }

Property Value​

bool

InDialogue​

Whether the player is in a conversation.

public bool InDialogue { get; set; }

Property Value​

bool

IsDead​

Whether the character is dead.

public bool IsDead { get; set; }

Property Value​

bool

IsMoving​

Whether the character is moving.

public bool IsMoving { get; set; }

Property Value​

bool

IsStartCompleted​

The game's IsStartCompleted animation flag.

public bool IsStartCompleted { get; set; }

Property Value​

bool

IsUsingFullBody​

Whether the current animation uses the full body.

public bool IsUsingFullBody { get; set; }

Property Value​

bool

IsValid​

public bool IsValid { get; }

Property Value​

bool

ItemsCount​

public int ItemsCount { get; }

Property Value​

int

LastAnimTagsCount​

public int LastAnimTagsCount { get; }

Property Value​

int

Level​

The current level.

public ushort Level { get; set; }

Property Value​

ushort

Magicka​

Current magicka.

public float Magicka { get; set; }

Property Value​

float

MagickaBase​

Maximum magicka.

public float MagickaBase { get; set; }

Property Value​

float

MeleeMontageSamplesCount​

public int MeleeMontageSamplesCount { get; }

Property Value​

int

MeleePlayRate​

The play rate of that melee sequence.

public float MeleePlayRate { get; set; }

Property Value​

float

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​

float

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​

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

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​

Vector3

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​

bool

Rotation​

The yaw, in degrees.

public float Rotation { get; set; }

Property Value​

float

SenescenceLevel​

The age level of the character's face.

public int SenescenceLevel { get; set; }

Property Value​

int

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​

int

SkinColorCount​

public int SkinColorCount { get; }

Property Value​

int

SkinParamCount​

public int SkinParamCount { get; }

Property Value​

int

SkinParameterDefinitionsPath​

The asset path of the skin parameter definitions.

public NativeString256 SkinParameterDefinitionsPath { get; set; }

Property Value​

NativeString256

SocialAttributeCount​

public int SocialAttributeCount { get; }

Property Value​

int

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​

bool

UseControllerRotationYaw​

The game's UseControllerRotationYaw movement setting.

public bool UseControllerRotationYaw { get; set; }

Property Value​

bool

UseRotationSpeedCurve​

The game's UseRotationSpeedCurve movement setting.

public bool UseRotationSpeedCurve { get; set; }

Property Value​

bool

WantsToRun​

Whether the character wants to run.

public bool WantsToRun { get; set; }

Property Value​

bool

WeaponDrawn​

Whether the character has a weapon drawn.

public bool WeaponDrawn { get; set; }

Property Value​

bool

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​

bool

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​

bool

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​

bool

AddFaceMorph(in NativeString256, in float)​

[Changes("Appearance.Field.FaceMorph")]
public bool AddFaceMorph(in NativeString256 key, in float value)

Parameters​

key NativeString256

value float

Returns​

bool

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​

bool

AddSkinColor(in NativeString256, in Vector4)​

[Changes("Appearance.Field.SkinColor")]
public bool AddSkinColor(in NativeString256 key, in Vector4 value)

Parameters​

key NativeString256

value Vector4

Returns​

bool

AddSkinParam(in NativeString256, in float)​

[Changes("Appearance.Field.SkinParam")]
public bool AddSkinParam(in NativeString256 key, in float value)

Parameters​

key NativeString256

value float

Returns​

bool

AddSocialAttribute(in byte, in float)​

[Changes("SocialAttributes.Field.Attribute")]
public bool AddSocialAttribute(in byte key, in float value)

Parameters​

key byte

value float

Returns​

bool

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​

bool

ContainsAnimTags(in NativeString256)​

public bool ContainsAnimTags(in NativeString256 value)

Parameters​

value NativeString256

Returns​

bool

ContainsAttackingTags(in NativeString256)​

public bool ContainsAttackingTags(in NativeString256 value)

Parameters​

value NativeString256

Returns​

bool

ContainsBlockingTags(in NativeString256)​

public bool ContainsBlockingTags(in NativeString256 value)

Parameters​

value NativeString256

Returns​

bool

ContainsBoneScaling(in NativeString256, in float)​

public bool ContainsBoneScaling(in NativeString256 key, in float value)

Parameters​

key NativeString256

value float

Returns​

bool

ContainsBoneScalingKey(in NativeString256)​

public bool ContainsBoneScalingKey(in NativeString256 key)

Parameters​

key NativeString256

Returns​

bool

ContainsCastingRequestSamples(in SequencedSample)​

public bool ContainsCastingRequestSamples(in SequencedSample value)

Parameters​

value SequencedSample

Returns​

bool

ContainsEffectAttribute(in byte, in float)​

public bool ContainsEffectAttribute(in byte key, in float value)

Parameters​

key byte

value float

Returns​

bool

ContainsEffectAttributeKey(in byte)​

public bool ContainsEffectAttributeKey(in byte key)

Parameters​

key byte

Returns​

bool

ContainsEquipUnequipTags(in NativeString256)​

public bool ContainsEquipUnequipTags(in NativeString256 value)

Parameters​

value NativeString256

Returns​

bool

ContainsFaceMatOverride(in NativeString256, in NativeString256)​

public bool ContainsFaceMatOverride(in NativeString256 key, in NativeString256 value)

Parameters​

key NativeString256

value NativeString256

Returns​

bool

ContainsFaceMatOverrideKey(in NativeString256)​

public bool ContainsFaceMatOverrideKey(in NativeString256 key)

Parameters​

key NativeString256

Returns​

bool

ContainsFaceMorph(in NativeString256, in float)​

public bool ContainsFaceMorph(in NativeString256 key, in float value)

Parameters​

key NativeString256

value float

Returns​

bool

ContainsFaceMorphKey(in NativeString256)​

public bool ContainsFaceMorphKey(in NativeString256 key)

Parameters​

key NativeString256

Returns​

bool

ContainsGameplayTags(in NativeString256)​

public bool ContainsGameplayTags(in NativeString256 value)

Parameters​

value NativeString256

Returns​

bool

ContainsItems(in InventoryEntry)​

public bool ContainsItems(in InventoryEntry value)

Parameters​

value InventoryEntry

Returns​

bool

ContainsLastAnimTags(in NativeString256)​

public bool ContainsLastAnimTags(in NativeString256 value)

Parameters​

value NativeString256

Returns​

bool

ContainsMeleeMontageSamples(in SequencedSample)​

public bool ContainsMeleeMontageSamples(in SequencedSample value)

Parameters​

value SequencedSample

Returns​

bool

ContainsSkillAttribute(in byte, in float)​

public bool ContainsSkillAttribute(in byte key, in float value)

Parameters​

key byte

value float

Returns​

bool

ContainsSkillAttributeKey(in byte)​

public bool ContainsSkillAttributeKey(in byte key)

Parameters​

key byte

Returns​

bool

ContainsSkinColor(in NativeString256, in Vector4)​

public bool ContainsSkinColor(in NativeString256 key, in Vector4 value)

Parameters​

key NativeString256

value Vector4

Returns​

bool

ContainsSkinColorKey(in NativeString256)​

public bool ContainsSkinColorKey(in NativeString256 key)

Parameters​

key NativeString256

Returns​

bool

ContainsSkinParam(in NativeString256, in float)​

public bool ContainsSkinParam(in NativeString256 key, in float value)

Parameters​

key NativeString256

value float

Returns​

bool

ContainsSkinParamKey(in NativeString256)​

public bool ContainsSkinParamKey(in NativeString256 key)

Parameters​

key NativeString256

Returns​

bool

ContainsSocialAttribute(in byte, in float)​

public bool ContainsSocialAttribute(in byte key, in float value)

Parameters​

key byte

value float

Returns​

bool

ContainsSocialAttributeKey(in byte)​

public bool ContainsSocialAttributeKey(in byte key)

Parameters​

key byte

Returns​

bool

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​

float

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​

float

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​

float

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​

float

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​

Vector4

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​

float

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​

float

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​

bool

Type Parameters​

T

Keep()​

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

public MainCharacter Keep()

Returns​

MainCharacter

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​

bool

RemoveEffectAttribute(in byte)​

[Changes("EffectsAttributes.Field.Attribute")]
public bool RemoveEffectAttribute(in byte key)

Parameters​

key byte

Returns​

bool

RemoveFaceMatOverride(in NativeString256)​

[Changes("Appearance.Field.FaceMatOverride")]
public bool RemoveFaceMatOverride(in NativeString256 key)

Parameters​

key NativeString256

Returns​

bool

RemoveFaceMorph(in NativeString256)​

[Changes("Appearance.Field.FaceMorph")]
public bool RemoveFaceMorph(in NativeString256 key)

Parameters​

key NativeString256

Returns​

bool

RemoveSkillAttribute(in byte)​

[Changes("SkillAttributes.Field.Attribute")]
public bool RemoveSkillAttribute(in byte key)

Parameters​

key byte

Returns​

bool

RemoveSkinColor(in NativeString256)​

[Changes("Appearance.Field.SkinColor")]
public bool RemoveSkinColor(in NativeString256 key)

Parameters​

key NativeString256

Returns​

bool

RemoveSkinParam(in NativeString256)​

[Changes("Appearance.Field.SkinParam")]
public bool RemoveSkinParam(in NativeString256 key)

Parameters​

key NativeString256

Returns​

bool

RemoveSocialAttribute(in byte)​

[Changes("SocialAttributes.Field.Attribute")]
public bool RemoveSocialAttribute(in byte key)

Parameters​

key byte

Returns​

bool

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​

bool

Type Parameters​

T

TryGetBoneScalingValue(in NativeString256, out float)​

public bool TryGetBoneScalingValue(in NativeString256 key, out float value)

Parameters​

key NativeString256

value float

Returns​

bool

TryGetEffectAttributeValue(in byte, out float)​

public bool TryGetEffectAttributeValue(in byte key, out float value)

Parameters​

key byte

value float

Returns​

bool

TryGetFaceMatOverrideValue(in NativeString256, out NativeString256)​

public bool TryGetFaceMatOverrideValue(in NativeString256 key, out NativeString256 value)

Parameters​

key NativeString256

value NativeString256

Returns​

bool

TryGetFaceMorphValue(in NativeString256, out float)​

public bool TryGetFaceMorphValue(in NativeString256 key, out float value)

Parameters​

key NativeString256

value float

Returns​

bool

TryGetSkillAttributeValue(in byte, out float)​

public bool TryGetSkillAttributeValue(in byte key, out float value)

Parameters​

key byte

value float

Returns​

bool

TryGetSkinColorValue(in NativeString256, out Vector4)​

public bool TryGetSkinColorValue(in NativeString256 key, out Vector4 value)

Parameters​

key NativeString256

value Vector4

Returns​

bool

TryGetSkinParamValue(in NativeString256, out float)​

public bool TryGetSkinParamValue(in NativeString256 key, out float value)

Parameters​

key NativeString256

value float

Returns​

bool

TryGetSocialAttributeValue(in byte, out float)​

public bool TryGetSocialAttributeValue(in byte key, out float value)

Parameters​

key byte

value float

Returns​

bool

  • Properties
    • AnimActionSamplesCount
    • AnimIsStaggered
    • AnimTagsCount
    • ArrowCount
    • AttackingRequest
    • AttackingTagsCount
    • BaseId
    • BeardPath
    • BlockAnimLayerClassName
    • BlockingTagsCount
    • BoneScalingCount
    • CanExitAttack
    • CanExitBlock
    • CanFootLock
    • CanUseOrientationWarping
    • CastingRequest
    • CastingRequestSamplesCount
    • CharacterStateFlags
    • ComboHitIndex
    • CompWeaponDrawn
    • CurrentAnimAction
    • CurrentGait
    • CurrentPoison
    • CustomisationBeardIndex
    • CustomisationEyeMaterialIndex
    • CustomisationEyebrowsIndex
    • CustomisationHairIndex
    • CustomisationMustacheIndex
    • DetectedByOtherPlayer
    • DodgeAnimLayerClassName
    • DodgingRequest
    • EffectAttributeCount
    • EquipUnequipTagsCount
    • EyeMaterialPath
    • EyebrowsPath
    • FaceBaseMeshPath
    • FaceMatOverrideCount
    • FaceMorphCount
    • FaceMorphsSourcePath
    • Fatigue
    • FatigueBase
    • ForceExitEquip
    • GameplayTagsCount
    • GetUpAnimLayerClassName
    • HairPath
    • HasMeleeWeapon
    • HasQuiver
    • Hp
    • HpBase
    • InAirAnimLayerClassName
    • InCombat
    • InCombatStance
    • InDialogue
    • IsDead
    • IsMoving
    • IsStartCompleted
    • IsUsingFullBody
    • IsValid
    • ItemsCount
    • LastAnimTagsCount
    • Level
    • Magicka
    • MagickaBase
    • MeleeMontageSamplesCount
    • MeleePlayRate
    • MeleeSequenceName
    • MontageName
    • MontagePosition
    • MustachePath
    • OrientRotationToMovement
    • ParentCellKind
    • ParentCellX
    • ParentCellY
    • PlayerId
    • Position
    • RacePath
    • RecoilAnimLayerClassName
    • RecoilingRequest
    • Rotation
    • SenescenceLevel
    • Sex
    • ShieldHandPoseAnimLayerClassName
    • SkillAttributeCount
    • SkinColorCount
    • SkinParamCount
    • SkinParameterDefinitionsPath
    • SocialAttributeCount
    • SpellCastAnimLayerClassName
    • StaggerAnimLayerClassName
    • TorchAnimLayerClassName
    • UseControllerDesiredRotation
    • UseControllerRotationYaw
    • UseRotationSpeedCurve
    • WantsToRun
    • WeaponDrawn
  • Methods
    • AddAnimActionSamples(in SequencedSample)
    • AddAnimTags(in NativeString256)
    • AddAttackingTags(in NativeString256)
    • AddBlockingTags(in NativeString256)
    • AddBoneScaling(in NativeString256, in float)
    • AddCastingRequestSamples(in SequencedSample)
    • AddEffectAttribute(in byte, in float)
    • AddEquipUnequipTags(in NativeString256)
    • AddFaceMatOverride(in NativeString256, in NativeString256)
    • AddFaceMorph(in NativeString256, in float)
    • AddGameplayTags(in NativeString256)
    • AddItems(in InventoryEntry)
    • AddLastAnimTags(in NativeString256)
    • AddMeleeMontageSamples(in SequencedSample)
    • AddSkillAttribute(in byte, in float)
    • AddSkinColor(in NativeString256, in Vector4)
    • AddSkinParam(in NativeString256, in float)
    • AddSocialAttribute(in byte, in float)
    • As<T>()
    • ClearAnimActionSamples()
    • ClearAnimTags()
    • ClearAttackingTags()
    • ClearBlockingTags()
    • ClearBoneScaling()
    • ClearCastingRequestSamples()
    • ClearEffectAttribute()
    • ClearEquipUnequipTags()
    • ClearFaceMatOverride()
    • ClearFaceMorph()
    • ClearGameplayTags()
    • ClearItems()
    • ClearLastAnimTags()
    • ClearMeleeMontageSamples()
    • ClearSkillAttribute()
    • ClearSkinColor()
    • ClearSkinParam()
    • ClearSocialAttribute()
    • ContainsAnimActionSamples(in SequencedSample)
    • ContainsAnimTags(in NativeString256)
    • ContainsAttackingTags(in NativeString256)
    • ContainsBlockingTags(in NativeString256)
    • ContainsBoneScaling(in NativeString256, in float)
    • ContainsBoneScalingKey(in NativeString256)
    • ContainsCastingRequestSamples(in SequencedSample)
    • ContainsEffectAttribute(in byte, in float)
    • ContainsEffectAttributeKey(in byte)
    • ContainsEquipUnequipTags(in NativeString256)
    • ContainsFaceMatOverride(in NativeString256, in NativeString256)
    • ContainsFaceMatOverrideKey(in NativeString256)
    • ContainsFaceMorph(in NativeString256, in float)
    • ContainsFaceMorphKey(in NativeString256)
    • ContainsGameplayTags(in NativeString256)
    • ContainsItems(in InventoryEntry)
    • ContainsLastAnimTags(in NativeString256)
    • ContainsMeleeMontageSamples(in SequencedSample)
    • ContainsSkillAttribute(in byte, in float)
    • ContainsSkillAttributeKey(in byte)
    • ContainsSkinColor(in NativeString256, in Vector4)
    • ContainsSkinColorKey(in NativeString256)
    • ContainsSkinParam(in NativeString256, in float)
    • ContainsSkinParamKey(in NativeString256)
    • ContainsSocialAttribute(in byte, in float)
    • ContainsSocialAttributeKey(in byte)
    • GetAnimActionSamples()
    • GetAnimActionSamples(int)
    • GetAnimTags()
    • GetAnimTags(int)
    • GetAttackingTags()
    • GetAttackingTags(int)
    • GetBlockingTags()
    • GetBlockingTags(int)
    • GetBoneScaling()
    • GetBoneScaling(in NativeString256)
    • GetCastingRequestSamples()
    • GetCastingRequestSamples(int)
    • GetEffectAttribute()
    • GetEffectAttribute(in byte)
    • GetEquipUnequipTags()
    • GetEquipUnequipTags(int)
    • GetFaceMatOverride()
    • GetFaceMatOverride(in NativeString256)
    • GetFaceMorph()
    • GetFaceMorph(in NativeString256)
    • GetGameplayTags()
    • GetGameplayTags(int)
    • GetItems()
    • GetItems(int)
    • GetLastAnimTags()
    • GetLastAnimTags(int)
    • GetMeleeMontageSamples()
    • GetMeleeMontageSamples(int)
    • GetSkillAttribute()
    • GetSkillAttribute(in byte)
    • GetSkinColor()
    • GetSkinColor(in NativeString256)
    • GetSkinParam()
    • GetSkinParam(in NativeString256)
    • GetSocialAttribute()
    • GetSocialAttribute(in byte)
    • InsertAnimActionSamples(int, in SequencedSample)
    • InsertAnimTags(int, in NativeString256)
    • InsertAttackingTags(int, in NativeString256)
    • InsertBlockingTags(int, in NativeString256)
    • InsertCastingRequestSamples(int, in SequencedSample)
    • InsertEquipUnequipTags(int, in NativeString256)
    • InsertGameplayTags(int, in NativeString256)
    • InsertItems(int, in InventoryEntry)
    • InsertLastAnimTags(int, in NativeString256)
    • InsertMeleeMontageSamples(int, in SequencedSample)
    • Is<T>()
    • Keep()
    • RemoveAtAnimActionSamples(int)
    • RemoveAtAnimTags(int)
    • RemoveAtAttackingTags(int)
    • RemoveAtBlockingTags(int)
    • RemoveAtCastingRequestSamples(int)
    • RemoveAtEquipUnequipTags(int)
    • RemoveAtGameplayTags(int)
    • RemoveAtItems(int)
    • RemoveAtLastAnimTags(int)
    • RemoveAtMeleeMontageSamples(int)
    • RemoveBoneScaling(in NativeString256)
    • RemoveEffectAttribute(in byte)
    • RemoveFaceMatOverride(in NativeString256)
    • RemoveFaceMorph(in NativeString256)
    • RemoveSkillAttribute(in byte)
    • RemoveSkinColor(in NativeString256)
    • RemoveSkinParam(in NativeString256)
    • RemoveSocialAttribute(in byte)
    • SetAnimActionSamples(in NativeList<SequencedSample>)
    • SetAnimActionSamples(int, in SequencedSample)
    • SetAnimTags(in NativeList<NativeString256>)
    • SetAnimTags(int, in NativeString256)
    • SetAttackingTags(in NativeList<NativeString256>)
    • SetAttackingTags(int, in NativeString256)
    • SetBlockingTags(in NativeList<NativeString256>)
    • SetBlockingTags(int, in NativeString256)
    • SetBoneScaling(in NativeDictionary<NativeString256, float, NativeStringHash256>)
    • SetBoneScaling(in NativeString256, in float)
    • SetCastingRequestSamples(in NativeList<SequencedSample>)
    • SetCastingRequestSamples(int, in SequencedSample)
    • SetEffectAttribute(in NativeDictionary<byte, float, ByteHash>)
    • SetEffectAttribute(in byte, in float)
    • SetEquipUnequipTags(in NativeList<NativeString256>)
    • SetEquipUnequipTags(int, in NativeString256)
    • SetFaceMatOverride(in NativeDictionary<NativeString256, NativeString256, NativeStringHash256>)
    • SetFaceMatOverride(in NativeString256, in NativeString256)
    • SetFaceMorph(in NativeDictionary<NativeString256, float, NativeStringHash256>)
    • SetFaceMorph(in NativeString256, in float)
    • SetGameplayTags(in NativeList<NativeString256>)
    • SetGameplayTags(int, in NativeString256)
    • SetItems(in NativeList<InventoryEntry>)
    • SetItems(int, in InventoryEntry)
    • SetLastAnimTags(in NativeList<NativeString256>)
    • SetLastAnimTags(int, in NativeString256)
    • SetMeleeMontageSamples(in NativeList<SequencedSample>)
    • SetMeleeMontageSamples(int, in SequencedSample)
    • SetSkillAttribute(in NativeDictionary<byte, float, ByteHash>)
    • SetSkillAttribute(in byte, in float)
    • SetSkinColor(in NativeDictionary<NativeString256, Vector4, NativeStringHash256>)
    • SetSkinColor(in NativeString256, in Vector4)
    • SetSkinParam(in NativeDictionary<NativeString256, float, NativeStringHash256>)
    • SetSkinParam(in NativeString256, in float)
    • SetSocialAttribute(in NativeDictionary<byte, float, ByteHash>)
    • SetSocialAttribute(in byte, in float)
    • TryAs<T>(out T)
    • TryGetBoneScalingValue(in NativeString256, out float)
    • TryGetEffectAttributeValue(in byte, out float)
    • TryGetFaceMatOverrideValue(in NativeString256, out NativeString256)
    • TryGetFaceMorphValue(in NativeString256, out float)
    • TryGetSkillAttributeValue(in byte, out float)
    • TryGetSkinColorValue(in NativeString256, out Vector4)
    • TryGetSkinParamValue(in NativeString256, out float)
    • TryGetSocialAttributeValue(in byte, out float)