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Struct MappedActor

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

The game actor that shows a character in this player's game.

[ArchetypeMixin]
[Extends(typeof(MainCharacter), "")]
public readonly struct MappedActor : IArchetypeMixin, IArchetypeQueryable, IEntityShape, IIndexed<nint>

Implements​

IArchetypeMixin, IArchetypeQueryable, IEntityShape, IIndexed<nint>

Inherited Members​

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

Properties​

Pawn​

The game actor that shows this character, or IntPtr.Zero while there is none.

public nint Pawn { get; }

Property Value​

nint

Methods​

Keep()​

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

public MappedActor Keep()

Returns​

MappedActor

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.