Struct NetworkFormId
Namespace: ReadyM.Relay.Common.Oblivion.ECS.Values
Assembly: ReadyM.Relay.Common.Oblivion.dll
Names a form in a way every client can resolve.
public struct NetworkFormId : INetSerializable, IEquatable<NetworkFormId>
Implements
INetSerializable, IEquatable<NetworkFormId>
Inherited Members
object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()
Remarks
A form that comes from the game files has the same form ID everywhere, so it travels as that ID. A dynamic form is created at runtime and gets a different ID on every client, so it travels as the network ID of its form entity, which each client maps back to its own form ID.
Fields
FormId
The form ID of a form from the game files, or 0 for a dynamic form.
public FormId FormId
Field Value
Methods
Equals(NetworkFormId)
Whether both name the same form.
public bool Equals(NetworkFormId other)
Parameters
other NetworkFormId
Returns
Equals(object?)
Whether obj is a NetworkFormId naming the same form.
public override bool Equals(object? obj)
Parameters
obj object?
Returns
GetHashCode()
A hash code for the form.
public override int GetHashCode()
Returns
ToString()
The form as text, for logs.
public override string ToString()
Returns
Operators
operator ==(NetworkFormId, NetworkFormId)
Whether both name the same form.
public static bool operator ==(NetworkFormId left, NetworkFormId right)
Parameters
left NetworkFormId
right NetworkFormId
Returns
implicit operator NetworkFormId(FormId)
A form from the game files is named by its form ID everywhere, so it is one of these already.
public static implicit operator NetworkFormId(FormId formId)
Parameters
formId FormId
Returns
operator !=(NetworkFormId, NetworkFormId)
Whether they name different forms.
public static bool operator !=(NetworkFormId left, NetworkFormId right)
Parameters
left NetworkFormId
right NetworkFormId