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Struct PlayerActivity

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

What a player's character is doing.

[ArchetypeMixin]
public readonly struct PlayerActivity : IArchetypeMixin, IArchetypeQueryable, IEntityShape

Implements​

IArchetypeMixin, IArchetypeQueryable, IEntityShape

Inherited Members​

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

Properties​

DetectedByOtherPlayer​

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

public bool DetectedByOtherPlayer { get; set; }

Property Value​

bool

InCombat​

Whether the character is in combat.

public bool InCombat { get; set; }

Property Value​

bool

InDialogue​

Whether the player is in a conversation.

public bool InDialogue { get; set; }

Property Value​

bool

Methods​

Keep()​

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

public PlayerActivity Keep()

Returns​

PlayerActivity

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.