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Struct ServerSummon

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

A creature a player summoned with a spell, created and deleted by the server.

[Archetype(true)]
[Tag(typeof(KeepOwnerOnScopeLeaveTag))]
[IncludeArchetype(typeof(Npc))]
[Include(typeof(SummonedBy), "")]
public readonly struct ServerSummon : IArchetype, IArchetypeQueryable, IEntityShape

Implements​

IArchetype, IArchetypeQueryable, IEntityShape

Inherited Members​

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

Properties​

AnimActionSamplesCount​

public int AnimActionSamplesCount { get; }

Property Value​

int

AnimIsStaggered​

The game's staggered animation flag.

public bool AnimIsStaggered { get; set; }

Property Value​

bool

AnimTagsCount​

public int AnimTagsCount { get; }

Property Value​

int

AttackingRequest​

Whether an attack animation is requested.

public bool AttackingRequest { get; set; }

Property Value​

bool

AttackingTagsCount​

public int AttackingTagsCount { get; }

Property Value​

int

BaseId​

The form this entity is made from, such as which kind of chest or which creature.

public NetworkFormId BaseId { get; set; }

Property Value​

NetworkFormId

BlockAnimLayerClassName​

The class name of the animation layer for blocking.

public NativeString256 BlockAnimLayerClassName { get; set; }

Property Value​

NativeString256

BlockingTagsCount​

public int BlockingTagsCount { get; }

Property Value​

int

CanExitAttack​

Whether the character can leave the attack animation.

public bool CanExitAttack { get; set; }

Property Value​

bool

CanExitBlock​

Whether the character can leave the block animation.

public bool CanExitBlock { get; set; }

Property Value​

bool

CanFootLock​

The game's CanFootLock animation flag.

public bool CanFootLock { get; set; }

Property Value​

bool

CanUseOrientationWarping​

The game's CanUseOrientationWarping animation flag.

public bool CanUseOrientationWarping { get; set; }

Property Value​

bool

CastingRequest​

Whether a spell casting animation is requested.

public bool CastingRequest { get; set; }

Property Value​

bool

CastingRequestSamplesCount​

public int CastingRequestSamplesCount { get; }

Property Value​

int

CharacterStateFlags​

Whether the character is running, sneaking, swimming, jumping, blocking, staggered, falling, dodging or holding a torch.

public CharacterStateFlags CharacterStateFlags { get; set; }

Property Value​

CharacterStateFlags

ComboHitIndex​

The index of the current hit in a melee combo.

public int ComboHitIndex { get; set; }

Property Value​

int

CompWeaponDrawn​

The game's CompWeaponDrawn animation flag.

public bool CompWeaponDrawn { get; set; }

Property Value​

bool

CurrentAnimAction​

The game's current animation action, as a raw value.

public byte CurrentAnimAction { get; set; }

Property Value​

byte

CurrentGait​

The name of the character's current gait.

public NativeString256 CurrentGait { get; set; }

Property Value​

NativeString256

CurrentPoison​

The poison on the equipped weapon.

public NetworkFormId CurrentPoison { get; set; }

Property Value​

NetworkFormId

DodgeAnimLayerClassName​

The class name of the animation layer for dodging.

public NativeString256 DodgeAnimLayerClassName { get; set; }

Property Value​

NativeString256

DodgingRequest​

Whether a dodge animation is requested.

public bool DodgingRequest { get; set; }

Property Value​

bool

EquipUnequipTagsCount​

public int EquipUnequipTagsCount { get; }

Property Value​

int

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

Fatigue​

Current fatigue.

public float Fatigue { get; set; }

Property Value​

float

FatigueBase​

Maximum fatigue.

public float FatigueBase { get; set; }

Property Value​

float

ForceExitEquip​

The game's ForceExitEquip animation flag.

public bool ForceExitEquip { get; set; }

Property Value​

bool

GameplayTagsCount​

public int GameplayTagsCount { get; }

Property Value​

int

GetUpAnimLayerClassName​

The class name of the animation layer for getting up.

public NativeString256 GetUpAnimLayerClassName { get; set; }

Property Value​

NativeString256

HasMeleeWeapon​

Whether the character has a melee weapon equipped.

public bool HasMeleeWeapon { get; set; }

Property Value​

bool

Hp​

Current health.

public float Hp { get; set; }

Property Value​

float

HpBase​

Maximum health.

public float HpBase { get; set; }

Property Value​

float

InAirAnimLayerClassName​

The class name of the animation layer for being in the air.

public NativeString256 InAirAnimLayerClassName { get; set; }

Property Value​

NativeString256

InCombatStance​

Whether the character is in a combat stance.

public bool InCombatStance { get; set; }

Property Value​

bool

IsDead​

Whether the character is dead.

public bool IsDead { get; set; }

Property Value​

bool

IsMoving​

Whether the character is moving.

public bool IsMoving { get; set; }

Property Value​

bool

IsStartCompleted​

The game's IsStartCompleted animation flag.

public bool IsStartCompleted { get; set; }

Property Value​

bool

IsUsingFullBody​

Whether the current animation uses the full body.

public bool IsUsingFullBody { get; set; }

Property Value​

bool

IsValid​

public bool IsValid { get; }

Property Value​

bool

ItemsCount​

public int ItemsCount { get; }

Property Value​

int

LastAnimTagsCount​

public int LastAnimTagsCount { get; }

Property Value​

int

Level​

The current level.

public ushort Level { get; set; }

Property Value​

ushort

Magicka​

Current magicka.

public float Magicka { get; set; }

Property Value​

float

MagickaBase​

Maximum magicka.

public float MagickaBase { get; set; }

Property Value​

float

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

MeleeMontageSamplesCount​

public int MeleeMontageSamplesCount { get; }

Property Value​

int

MeleePlayRate​

The play rate of that melee sequence.

public float MeleePlayRate { get; set; }

Property Value​

float

MeleeSequenceName​

The name of the melee animation sequence playing.

public NativeString256 MeleeSequenceName { get; set; }

Property Value​

NativeString256

MontageName​

The name of the animation montage playing.

public NativeString256 MontageName { get; set; }

Property Value​

NativeString256

MontagePosition​

The play position within that montage.

public float MontagePosition { get; set; }

Property Value​

float

OrientRotationToMovement​

Whether the character turns to face the way it moves.

public bool OrientRotationToMovement { get; set; }

Property Value​

bool

Overridden​

Whether the NPC runs a package laid over its schedule, such as a server order, rather than its own.

public bool Overridden { get; set; }

Property Value​

bool

PackageFormId​

The form id of the AI package the NPC is running now.

public uint PackageFormId { get; set; }

Property Value​

uint

PackageType​

The type of that package.

public AiPackageType PackageType { get; set; }

Property Value​

AiPackageType

ParentCellKind​

Whether the cell is an interior or an exterior, or Unknown before the game has said.

public ParentCellKind ParentCellKind { get; set; }

Property Value​

ParentCellKind

ParentCellX​

The X coordinate of the exterior grid square.

public int ParentCellX { get; set; }

Property Value​

int

ParentCellY​

The Y coordinate of the exterior grid square.

public int ParentCellY { get; set; }

Property Value​

int

Position​

The position in the game's world space, in centimeters.

public Vector3 Position { get; set; }

Property Value​

Vector3

Procedure​

The step of the package the NPC is on.

public AiProcedure Procedure { get; set; }

Property Value​

AiProcedure

ProcedureIndex​

The index of that step within the package.

public int ProcedureIndex { get; set; }

Property Value​

int

RecoilAnimLayerClassName​

The class name of the animation layer for recoiling.

public NativeString256 RecoilAnimLayerClassName { get; set; }

Property Value​

NativeString256

RecoilingRequest​

Whether a recoil animation is requested.

public bool RecoilingRequest { get; set; }

Property Value​

bool

RefId​

The ref id of this placed object or actor.

public uint RefId { get; set; }

Property Value​

uint

ReportedOutcome​

How that order ended, or None before any has ended.

public AiIntentOutcome ReportedOutcome { get; set; }

Property Value​

AiIntentOutcome

ReportedSeq​

The sequence number of the last order the NPC finished.

public ushort ReportedSeq { get; set; }

Property Value​

ushort

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

Rotation​

The yaw, in degrees.

public float Rotation { get; set; }

Property Value​

float

ShieldHandPoseAnimLayerClassName​

The class name of the animation layer for the shield hand pose.

public NativeString256 ShieldHandPoseAnimLayerClassName { get; set; }

Property Value​

NativeString256

SpawnerRefId​

The ref id of the spawner that made this NPC, or 0.

public uint SpawnerRefId { get; set; }

Property Value​

uint

SpellCastAnimLayerClassName​

The class name of the animation layer for casting spells.

public NativeString256 SpellCastAnimLayerClassName { get; set; }

Property Value​

NativeString256

StaggerAnimLayerClassName​

The class name of the animation layer for staggering.

public NativeString256 StaggerAnimLayerClassName { get; set; }

Property Value​

NativeString256

TorchAnimLayerClassName​

The class name of the animation layer for holding a torch.

public NativeString256 TorchAnimLayerClassName { get; set; }

Property Value​

NativeString256

UseControllerDesiredRotation​

The game's UseControllerDesiredRotation movement setting.

public bool UseControllerDesiredRotation { get; set; }

Property Value​

bool

UseControllerRotationYaw​

The game's UseControllerRotationYaw movement setting.

public bool UseControllerRotationYaw { get; set; }

Property Value​

bool

UseRotationSpeedCurve​

The game's UseRotationSpeedCurve movement setting.

public bool UseRotationSpeedCurve { get; set; }

Property Value​

bool

WantsToRun​

Whether the character wants to run.

public bool WantsToRun { get; set; }

Property Value​

bool

WeaponDrawn​

Whether the character has a weapon drawn.

public bool WeaponDrawn { get; set; }

Property Value​

bool

Methods​

AddAnimActionSamples(in SequencedSample)​

[Changes("AnimationState.Field.AnimActionSamples")]
public void AddAnimActionSamples(in SequencedSample value)

Parameters​

value SequencedSample

AddAnimTags(in NativeString256)​

[Changes("AnimationState.Field.AnimTags")]
public void AddAnimTags(in NativeString256 value)

Parameters​

value NativeString256

AddAttackingTags(in NativeString256)​

[Changes("AnimationState.Field.AttackingTags")]
public void AddAttackingTags(in NativeString256 value)

Parameters​

value NativeString256

AddBlockingTags(in NativeString256)​

[Changes("AnimationState.Field.BlockingTags")]
public void AddBlockingTags(in NativeString256 value)

Parameters​

value NativeString256

AddCastingRequestSamples(in SequencedSample)​

[Changes("AnimationState.Field.CastingRequestSamples")]
public void AddCastingRequestSamples(in SequencedSample value)

Parameters​

value SequencedSample

AddEquipUnequipTags(in NativeString256)​

[Changes("AnimationState.Field.EquipUnequipTags")]
public void AddEquipUnequipTags(in NativeString256 value)

Parameters​

value NativeString256

AddGameplayTags(in NativeString256)​

[Changes("AnimationState.Field.GameplayTags")]
public void AddGameplayTags(in NativeString256 value)

Parameters​

value NativeString256

AddItems(in InventoryEntry)​

[Changes("Equipment.Field.Items")]
public void AddItems(in InventoryEntry value)

Parameters​

value InventoryEntry

AddLastAnimTags(in NativeString256)​

[Changes("AnimationState.Field.LastAnimTags")]
public void AddLastAnimTags(in NativeString256 value)

Parameters​

value NativeString256

AddMeleeMontageSamples(in SequencedSample)​

[Changes("AnimationState.Field.MeleeMontageSamples")]
public void AddMeleeMontageSamples(in SequencedSample value)

Parameters​

value SequencedSample

As<T>()​

public T As<T>() where T : struct, IArchetypeQueryable

Returns​

T

Type Parameters​

T

ClearAnimActionSamples()​

[Changes("AnimationState.Field.AnimActionSamples")]
public void ClearAnimActionSamples()

ClearAnimTags()​

[Changes("AnimationState.Field.AnimTags")]
public void ClearAnimTags()

ClearAttackingTags()​

[Changes("AnimationState.Field.AttackingTags")]
public void ClearAttackingTags()

ClearBlockingTags()​

[Changes("AnimationState.Field.BlockingTags")]
public void ClearBlockingTags()

ClearCastingRequestSamples()​

[Changes("AnimationState.Field.CastingRequestSamples")]
public void ClearCastingRequestSamples()

ClearEquipUnequipTags()​

[Changes("AnimationState.Field.EquipUnequipTags")]
public void ClearEquipUnequipTags()

ClearGameplayTags()​

[Changes("AnimationState.Field.GameplayTags")]
public void ClearGameplayTags()

ClearItems()​

[Changes("Equipment.Field.Items")]
public void ClearItems()

ClearLastAnimTags()​

[Changes("AnimationState.Field.LastAnimTags")]
public void ClearLastAnimTags()

ClearMeleeMontageSamples()​

[Changes("AnimationState.Field.MeleeMontageSamples")]
public void ClearMeleeMontageSamples()

ContainsAnimActionSamples(in SequencedSample)​

public bool ContainsAnimActionSamples(in SequencedSample value)

Parameters​

value SequencedSample

Returns​

bool

ContainsAnimTags(in NativeString256)​

public bool ContainsAnimTags(in NativeString256 value)

Parameters​

value NativeString256

Returns​

bool

ContainsAttackingTags(in NativeString256)​

public bool ContainsAttackingTags(in NativeString256 value)

Parameters​

value NativeString256

Returns​

bool

ContainsBlockingTags(in NativeString256)​

public bool ContainsBlockingTags(in NativeString256 value)

Parameters​

value NativeString256

Returns​

bool

ContainsCastingRequestSamples(in SequencedSample)​

public bool ContainsCastingRequestSamples(in SequencedSample value)

Parameters​

value SequencedSample

Returns​

bool

ContainsEquipUnequipTags(in NativeString256)​

public bool ContainsEquipUnequipTags(in NativeString256 value)

Parameters​

value NativeString256

Returns​

bool

ContainsGameplayTags(in NativeString256)​

public bool ContainsGameplayTags(in NativeString256 value)

Parameters​

value NativeString256

Returns​

bool

ContainsItems(in InventoryEntry)​

public bool ContainsItems(in InventoryEntry value)

Parameters​

value InventoryEntry

Returns​

bool

ContainsLastAnimTags(in NativeString256)​

public bool ContainsLastAnimTags(in NativeString256 value)

Parameters​

value NativeString256

Returns​

bool

ContainsMeleeMontageSamples(in SequencedSample)​

public bool ContainsMeleeMontageSamples(in SequencedSample value)

Parameters​

value SequencedSample

Returns​

bool

GetAnimActionSamples()​

public NativeList<SequencedSample>.ReadOnly GetAnimActionSamples()

Returns​

NativeList<SequencedSample>.ReadOnly

GetAnimActionSamples(int)​

public SequencedSample GetAnimActionSamples(int index)

Parameters​

index int

Returns​

SequencedSample

GetAnimTags()​

public NativeList<NativeString256>.ReadOnly GetAnimTags()

Returns​

NativeList<NativeString256>.ReadOnly

GetAnimTags(int)​

public NativeString256 GetAnimTags(int index)

Parameters​

index int

Returns​

NativeString256

GetAttackingTags()​

public NativeList<NativeString256>.ReadOnly GetAttackingTags()

Returns​

NativeList<NativeString256>.ReadOnly

GetAttackingTags(int)​

public NativeString256 GetAttackingTags(int index)

Parameters​

index int

Returns​

NativeString256

GetBlockingTags()​

public NativeList<NativeString256>.ReadOnly GetBlockingTags()

Returns​

NativeList<NativeString256>.ReadOnly

GetBlockingTags(int)​

public NativeString256 GetBlockingTags(int index)

Parameters​

index int

Returns​

NativeString256

GetCastingRequestSamples()​

public NativeList<SequencedSample>.ReadOnly GetCastingRequestSamples()

Returns​

NativeList<SequencedSample>.ReadOnly

GetCastingRequestSamples(int)​

public SequencedSample GetCastingRequestSamples(int index)

Parameters​

index int

Returns​

SequencedSample

GetEquipUnequipTags()​

public NativeList<NativeString256>.ReadOnly GetEquipUnequipTags()

Returns​

NativeList<NativeString256>.ReadOnly

GetEquipUnequipTags(int)​

public NativeString256 GetEquipUnequipTags(int index)

Parameters​

index int

Returns​

NativeString256

GetGameplayTags()​

public NativeList<NativeString256>.ReadOnly GetGameplayTags()

Returns​

NativeList<NativeString256>.ReadOnly

GetGameplayTags(int)​

public NativeString256 GetGameplayTags(int index)

Parameters​

index int

Returns​

NativeString256

GetItems()​

public NativeList<InventoryEntry>.ReadOnly GetItems()

Returns​

NativeList<InventoryEntry>.ReadOnly

GetItems(int)​

public InventoryEntry GetItems(int index)

Parameters​

index int

Returns​

InventoryEntry

GetLastAnimTags()​

public NativeList<NativeString256>.ReadOnly GetLastAnimTags()

Returns​

NativeList<NativeString256>.ReadOnly

GetLastAnimTags(int)​

public NativeString256 GetLastAnimTags(int index)

Parameters​

index int

Returns​

NativeString256

GetMeleeMontageSamples()​

public NativeList<SequencedSample>.ReadOnly GetMeleeMontageSamples()

Returns​

NativeList<SequencedSample>.ReadOnly

GetMeleeMontageSamples(int)​

public SequencedSample GetMeleeMontageSamples(int index)

Parameters​

index int

Returns​

SequencedSample

InsertAnimActionSamples(int, in SequencedSample)​

[Changes("AnimationState.Field.AnimActionSamples")]
public void InsertAnimActionSamples(int index, in SequencedSample value)

Parameters​

index int

value SequencedSample

InsertAnimTags(int, in NativeString256)​

[Changes("AnimationState.Field.AnimTags")]
public void InsertAnimTags(int index, in NativeString256 value)

Parameters​

index int

value NativeString256

InsertAttackingTags(int, in NativeString256)​

[Changes("AnimationState.Field.AttackingTags")]
public void InsertAttackingTags(int index, in NativeString256 value)

Parameters​

index int

value NativeString256

InsertBlockingTags(int, in NativeString256)​

[Changes("AnimationState.Field.BlockingTags")]
public void InsertBlockingTags(int index, in NativeString256 value)

Parameters​

index int

value NativeString256

InsertCastingRequestSamples(int, in SequencedSample)​

[Changes("AnimationState.Field.CastingRequestSamples")]
public void InsertCastingRequestSamples(int index, in SequencedSample value)

Parameters​

index int

value SequencedSample

InsertEquipUnequipTags(int, in NativeString256)​

[Changes("AnimationState.Field.EquipUnequipTags")]
public void InsertEquipUnequipTags(int index, in NativeString256 value)

Parameters​

index int

value NativeString256

InsertGameplayTags(int, in NativeString256)​

[Changes("AnimationState.Field.GameplayTags")]
public void InsertGameplayTags(int index, in NativeString256 value)

Parameters​

index int

value NativeString256

InsertItems(int, in InventoryEntry)​

[Changes("Equipment.Field.Items")]
public void InsertItems(int index, in InventoryEntry value)

Parameters​

index int

value InventoryEntry

InsertLastAnimTags(int, in NativeString256)​

[Changes("AnimationState.Field.LastAnimTags")]
public void InsertLastAnimTags(int index, in NativeString256 value)

Parameters​

index int

value NativeString256

InsertMeleeMontageSamples(int, in SequencedSample)​

[Changes("AnimationState.Field.MeleeMontageSamples")]
public void InsertMeleeMontageSamples(int index, in SequencedSample value)

Parameters​

index int

value SequencedSample

Is<T>()​

public bool Is<T>() where T : struct, IArchetypeQueryable

Returns​

bool

Type Parameters​

T

Keep()​

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

public ServerSummon Keep()

Returns​

ServerSummon

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.

RemoveAtAnimActionSamples(int)​

[Changes("AnimationState.Field.AnimActionSamples")]
public SequencedSample RemoveAtAnimActionSamples(int index)

Parameters​

index int

Returns​

SequencedSample

RemoveAtAnimTags(int)​

[Changes("AnimationState.Field.AnimTags")]
public NativeString256 RemoveAtAnimTags(int index)

Parameters​

index int

Returns​

NativeString256

RemoveAtAttackingTags(int)​

[Changes("AnimationState.Field.AttackingTags")]
public NativeString256 RemoveAtAttackingTags(int index)

Parameters​

index int

Returns​

NativeString256

RemoveAtBlockingTags(int)​

[Changes("AnimationState.Field.BlockingTags")]
public NativeString256 RemoveAtBlockingTags(int index)

Parameters​

index int

Returns​

NativeString256

RemoveAtCastingRequestSamples(int)​

[Changes("AnimationState.Field.CastingRequestSamples")]
public SequencedSample RemoveAtCastingRequestSamples(int index)

Parameters​

index int

Returns​

SequencedSample

RemoveAtEquipUnequipTags(int)​

[Changes("AnimationState.Field.EquipUnequipTags")]
public NativeString256 RemoveAtEquipUnequipTags(int index)

Parameters​

index int

Returns​

NativeString256

RemoveAtGameplayTags(int)​

[Changes("AnimationState.Field.GameplayTags")]
public NativeString256 RemoveAtGameplayTags(int index)

Parameters​

index int

Returns​

NativeString256

RemoveAtItems(int)​

[Changes("Equipment.Field.Items")]
public InventoryEntry RemoveAtItems(int index)

Parameters​

index int

Returns​

InventoryEntry

RemoveAtLastAnimTags(int)​

[Changes("AnimationState.Field.LastAnimTags")]
public NativeString256 RemoveAtLastAnimTags(int index)

Parameters​

index int

Returns​

NativeString256

RemoveAtMeleeMontageSamples(int)​

[Changes("AnimationState.Field.MeleeMontageSamples")]
public SequencedSample RemoveAtMeleeMontageSamples(int index)

Parameters​

index int

Returns​

SequencedSample

SetAnimActionSamples(in NativeList<SequencedSample>)​

[Changes("AnimationState.Field.AnimActionSamples")]
public void SetAnimActionSamples(in NativeList<SequencedSample> value)

Parameters​

value NativeList<SequencedSample>

SetAnimActionSamples(int, in SequencedSample)​

[Changes("AnimationState.Field.AnimActionSamples")]
public void SetAnimActionSamples(int index, in SequencedSample value)

Parameters​

index int

value SequencedSample

SetAnimTags(in NativeList<NativeString256>)​

[Changes("AnimationState.Field.AnimTags")]
public void SetAnimTags(in NativeList<NativeString256> value)

Parameters​

value NativeList<NativeString256>

SetAnimTags(int, in NativeString256)​

[Changes("AnimationState.Field.AnimTags")]
public void SetAnimTags(int index, in NativeString256 value)

Parameters​

index int

value NativeString256

SetAttackingTags(in NativeList<NativeString256>)​

[Changes("AnimationState.Field.AttackingTags")]
public void SetAttackingTags(in NativeList<NativeString256> value)

Parameters​

value NativeList<NativeString256>

SetAttackingTags(int, in NativeString256)​

[Changes("AnimationState.Field.AttackingTags")]
public void SetAttackingTags(int index, in NativeString256 value)

Parameters​

index int

value NativeString256

SetBlockingTags(in NativeList<NativeString256>)​

[Changes("AnimationState.Field.BlockingTags")]
public void SetBlockingTags(in NativeList<NativeString256> value)

Parameters​

value NativeList<NativeString256>

SetBlockingTags(int, in NativeString256)​

[Changes("AnimationState.Field.BlockingTags")]
public void SetBlockingTags(int index, in NativeString256 value)

Parameters​

index int

value NativeString256

SetCastingRequestSamples(in NativeList<SequencedSample>)​

[Changes("AnimationState.Field.CastingRequestSamples")]
public void SetCastingRequestSamples(in NativeList<SequencedSample> value)

Parameters​

value NativeList<SequencedSample>

SetCastingRequestSamples(int, in SequencedSample)​

[Changes("AnimationState.Field.CastingRequestSamples")]
public void SetCastingRequestSamples(int index, in SequencedSample value)

Parameters​

index int

value SequencedSample

SetEquipUnequipTags(in NativeList<NativeString256>)​

[Changes("AnimationState.Field.EquipUnequipTags")]
public void SetEquipUnequipTags(in NativeList<NativeString256> value)

Parameters​

value NativeList<NativeString256>

SetEquipUnequipTags(int, in NativeString256)​

[Changes("AnimationState.Field.EquipUnequipTags")]
public void SetEquipUnequipTags(int index, in NativeString256 value)

Parameters​

index int

value NativeString256

SetGameplayTags(in NativeList<NativeString256>)​

[Changes("AnimationState.Field.GameplayTags")]
public void SetGameplayTags(in NativeList<NativeString256> value)

Parameters​

value NativeList<NativeString256>

SetGameplayTags(int, in NativeString256)​

[Changes("AnimationState.Field.GameplayTags")]
public void SetGameplayTags(int index, in NativeString256 value)

Parameters​

index int

value NativeString256

SetItems(in NativeList<InventoryEntry>)​

[Changes("Equipment.Field.Items")]
public void SetItems(in NativeList<InventoryEntry> value)

Parameters​

value NativeList<InventoryEntry>

SetItems(int, in InventoryEntry)​

[Changes("Equipment.Field.Items")]
public void SetItems(int index, in InventoryEntry value)

Parameters​

index int

value InventoryEntry

SetLastAnimTags(in NativeList<NativeString256>)​

[Changes("AnimationState.Field.LastAnimTags")]
public void SetLastAnimTags(in NativeList<NativeString256> value)

Parameters​

value NativeList<NativeString256>

SetLastAnimTags(int, in NativeString256)​

[Changes("AnimationState.Field.LastAnimTags")]
public void SetLastAnimTags(int index, in NativeString256 value)

Parameters​

index int

value NativeString256

SetMeleeMontageSamples(in NativeList<SequencedSample>)​

[Changes("AnimationState.Field.MeleeMontageSamples")]
public void SetMeleeMontageSamples(in NativeList<SequencedSample> value)

Parameters​

value NativeList<SequencedSample>

SetMeleeMontageSamples(int, in SequencedSample)​

[Changes("AnimationState.Field.MeleeMontageSamples")]
public void SetMeleeMontageSamples(int index, in SequencedSample value)

Parameters​

index int

value SequencedSample

TryAs<T>(out T)​

public bool TryAs<T>(out T archetype) where T : struct, IArchetypeQueryable

Parameters​

archetype T

Returns​

bool

Type Parameters​

T

Operators​

explicit operator ServerSummon(Npc)​

public static explicit operator ServerSummon(Npc value)

Parameters​

value Npc

Returns​

ServerSummon

implicit operator Npc(ServerSummon)​

public static implicit operator Npc(ServerSummon value)

Parameters​

value ServerSummon

Returns​

Npc

  • Properties
    • AnimActionSamplesCount
    • AnimIsStaggered
    • AnimTagsCount
    • AttackingRequest
    • AttackingTagsCount
    • BaseId
    • BlockAnimLayerClassName
    • BlockingTagsCount
    • CanExitAttack
    • CanExitBlock
    • CanFootLock
    • CanUseOrientationWarping
    • CastingRequest
    • CastingRequestSamplesCount
    • CharacterStateFlags
    • ComboHitIndex
    • CompWeaponDrawn
    • CurrentAnimAction
    • CurrentGait
    • CurrentPoison
    • DodgeAnimLayerClassName
    • DodgingRequest
    • EquipUnequipTagsCount
    • Expires
    • ExpiresAtMs
    • Fatigue
    • FatigueBase
    • ForceExitEquip
    • GameplayTagsCount
    • GetUpAnimLayerClassName
    • HasMeleeWeapon
    • Hp
    • HpBase
    • InAirAnimLayerClassName
    • InCombatStance
    • IsDead
    • IsMoving
    • IsStartCompleted
    • IsUsingFullBody
    • IsValid
    • ItemsCount
    • LastAnimTagsCount
    • Level
    • Magicka
    • MagickaBase
    • MasterPlayer
    • MasterRefId
    • MeleeMontageSamplesCount
    • MeleePlayRate
    • MeleeSequenceName
    • MontageName
    • MontagePosition
    • OrientRotationToMovement
    • Overridden
    • PackageFormId
    • PackageType
    • ParentCellKind
    • ParentCellX
    • ParentCellY
    • Position
    • Procedure
    • ProcedureIndex
    • RecoilAnimLayerClassName
    • RecoilingRequest
    • RefId
    • ReportedOutcome
    • ReportedSeq
    • RequestId
    • Requester
    • Rotation
    • ShieldHandPoseAnimLayerClassName
    • SpawnerRefId
    • SpellCastAnimLayerClassName
    • StaggerAnimLayerClassName
    • TorchAnimLayerClassName
    • UseControllerDesiredRotation
    • UseControllerRotationYaw
    • UseRotationSpeedCurve
    • WantsToRun
    • WeaponDrawn
  • Methods
    • AddAnimActionSamples(in SequencedSample)
    • AddAnimTags(in NativeString256)
    • AddAttackingTags(in NativeString256)
    • AddBlockingTags(in NativeString256)
    • AddCastingRequestSamples(in SequencedSample)
    • AddEquipUnequipTags(in NativeString256)
    • AddGameplayTags(in NativeString256)
    • AddItems(in InventoryEntry)
    • AddLastAnimTags(in NativeString256)
    • AddMeleeMontageSamples(in SequencedSample)
    • As<T>()
    • ClearAnimActionSamples()
    • ClearAnimTags()
    • ClearAttackingTags()
    • ClearBlockingTags()
    • ClearCastingRequestSamples()
    • ClearEquipUnequipTags()
    • ClearGameplayTags()
    • ClearItems()
    • ClearLastAnimTags()
    • ClearMeleeMontageSamples()
    • ContainsAnimActionSamples(in SequencedSample)
    • ContainsAnimTags(in NativeString256)
    • ContainsAttackingTags(in NativeString256)
    • ContainsBlockingTags(in NativeString256)
    • ContainsCastingRequestSamples(in SequencedSample)
    • ContainsEquipUnequipTags(in NativeString256)
    • ContainsGameplayTags(in NativeString256)
    • ContainsItems(in InventoryEntry)
    • ContainsLastAnimTags(in NativeString256)
    • ContainsMeleeMontageSamples(in SequencedSample)
    • GetAnimActionSamples()
    • GetAnimActionSamples(int)
    • GetAnimTags()
    • GetAnimTags(int)
    • GetAttackingTags()
    • GetAttackingTags(int)
    • GetBlockingTags()
    • GetBlockingTags(int)
    • GetCastingRequestSamples()
    • GetCastingRequestSamples(int)
    • GetEquipUnequipTags()
    • GetEquipUnequipTags(int)
    • GetGameplayTags()
    • GetGameplayTags(int)
    • GetItems()
    • GetItems(int)
    • GetLastAnimTags()
    • GetLastAnimTags(int)
    • GetMeleeMontageSamples()
    • GetMeleeMontageSamples(int)
    • InsertAnimActionSamples(int, in SequencedSample)
    • InsertAnimTags(int, in NativeString256)
    • InsertAttackingTags(int, in NativeString256)
    • InsertBlockingTags(int, in NativeString256)
    • InsertCastingRequestSamples(int, in SequencedSample)
    • InsertEquipUnequipTags(int, in NativeString256)
    • InsertGameplayTags(int, in NativeString256)
    • InsertItems(int, in InventoryEntry)
    • InsertLastAnimTags(int, in NativeString256)
    • InsertMeleeMontageSamples(int, in SequencedSample)
    • Is<T>()
    • Keep()
    • RemoveAtAnimActionSamples(int)
    • RemoveAtAnimTags(int)
    • RemoveAtAttackingTags(int)
    • RemoveAtBlockingTags(int)
    • RemoveAtCastingRequestSamples(int)
    • RemoveAtEquipUnequipTags(int)
    • RemoveAtGameplayTags(int)
    • RemoveAtItems(int)
    • RemoveAtLastAnimTags(int)
    • RemoveAtMeleeMontageSamples(int)
    • SetAnimActionSamples(in NativeList<SequencedSample>)
    • SetAnimActionSamples(int, in SequencedSample)
    • SetAnimTags(in NativeList<NativeString256>)
    • SetAnimTags(int, in NativeString256)
    • SetAttackingTags(in NativeList<NativeString256>)
    • SetAttackingTags(int, in NativeString256)
    • SetBlockingTags(in NativeList<NativeString256>)
    • SetBlockingTags(int, in NativeString256)
    • SetCastingRequestSamples(in NativeList<SequencedSample>)
    • SetCastingRequestSamples(int, in SequencedSample)
    • SetEquipUnequipTags(in NativeList<NativeString256>)
    • SetEquipUnequipTags(int, in NativeString256)
    • SetGameplayTags(in NativeList<NativeString256>)
    • SetGameplayTags(int, in NativeString256)
    • SetItems(in NativeList<InventoryEntry>)
    • SetItems(int, in InventoryEntry)
    • SetLastAnimTags(in NativeList<NativeString256>)
    • SetLastAnimTags(int, in NativeString256)
    • SetMeleeMontageSamples(in NativeList<SequencedSample>)
    • SetMeleeMontageSamples(int, in SequencedSample)
    • TryAs<T>(out T)
  • Operators
    • explicit operator ServerSummon(Npc)
    • implicit operator Npc(ServerSummon)