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Struct SeedOrigin

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

How a dropped item was seeded from the game files.

[ArchetypeMixin]
public readonly struct SeedOrigin : 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​

IsPersistent​

Whether the item is a persistent reference in the game files, which does not respawn.

public bool IsPersistent { get; set; }

Property Value​

bool

SeededCount​

How many items the stack held when the server seeded it, or 0 when it was not seeded.

public int SeededCount { get; set; }

Property Value​

int

Methods​

Keep()​

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

public SeedOrigin Keep()

Returns​

SeedOrigin

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.