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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​

bool

ExpiresAtMs​

When it runs out, on the server's millisecond clock (Environment.TickCount64).

public long ExpiresAtMs { get; set; }

Property Value​

long

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​

uint

RequestId​

The summon's id in the requester's game.

public uint RequestId { get; set; }

Property Value​

uint

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​

SummonedBy

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.

  • Properties
    • Expires
    • ExpiresAtMs
    • MasterPlayer
    • MasterRefId
    • RequestId
    • Requester
  • Methods
    • Keep()