Struct SummonedBy
Namespace: OblivionMp.Sdk.Common.Archetypes.Mixins
Assembly: OblivionMp.Sdk.Common.dll
Who summoned a creature, who it fights for, and when it runs out.
[ArchetypeMixin]
public readonly struct SummonedBy : 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
Expires
Whether it runs out on its own.
public bool Expires { get; set; }
Property Value
ExpiresAtMs
When it runs out, on the server's millisecond clock (Environment.TickCount64).
public long ExpiresAtMs { get; set; }
Property Value
MasterPlayer
The player it fights for.
public PlayerId MasterPlayer { get; set; }
Property Value
PlayerId
MasterRefId
The ref id of the actor it fights for.
public uint MasterRefId { get; set; }
Property Value
RequestId
The summon's id in the requester's game.
public uint RequestId { get; set; }
Property Value
Requester
The player whose spell summoned it.
public PlayerId Requester { get; set; }
Property Value
PlayerId
Methods
Keep()
This entity, which it already is: a loop over this shape hands over the shape itself.
public SummonedBy Keep()
Returns
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.