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Struct LeveledListTemplate

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

A leveled list from the game files, kept on the server only.

public readonly struct LeveledListTemplate : 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​

CalcAllLevels​

public bool CalcAllLevels { get; set; }

Property Value​

bool

CalcEachCount​

public bool CalcEachCount { get; set; }

Property Value​

bool

ChanceNone​

public byte ChanceNone { get; set; }

Property Value​

byte

CreatureTemplate​

public FormId CreatureTemplate { get; set; }

Property Value​

FormId

EntriesCount​

public int EntriesCount { get; }

Property Value​

int

Id​

public FormId Id { get; set; }

Property Value​

FormId

IsValid​

public bool IsValid { get; }

Property Value​

bool

Methods​

AddEntries(in LeveledListItem)​

public void AddEntries(in LeveledListItem value)

Parameters​

value LeveledListItem

As<T>()​

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

Returns​

T

Type Parameters​

T

ClearEntries()​

public void ClearEntries()

ContainsEntries(in LeveledListItem)​

public bool ContainsEntries(in LeveledListItem value)

Parameters​

value LeveledListItem

Returns​

bool

GetEntries()​

public NativeList<LeveledListItem>.ReadOnly GetEntries()

Returns​

NativeList<LeveledListItem>.ReadOnly

GetEntries(int)​

public LeveledListItem GetEntries(int index)

Parameters​

index int

Returns​

LeveledListItem

InsertEntries(int, in LeveledListItem)​

public void InsertEntries(int index, in LeveledListItem value)

Parameters​

index int

value LeveledListItem

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 LeveledListTemplate Keep()

Returns​

LeveledListTemplate

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.

RemoveAtEntries(int)​

public LeveledListItem RemoveAtEntries(int index)

Parameters​

index int

Returns​

LeveledListItem

SetEntries(in NativeList<LeveledListItem>)​

public void SetEntries(in NativeList<LeveledListItem> value)

Parameters​

value NativeList<LeveledListItem>

SetEntries(int, in LeveledListItem)​

public void SetEntries(int index, in LeveledListItem value)

Parameters​

index int

value LeveledListItem

TryAs<T>(out T)​

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

Parameters​

archetype T

Returns​

bool

Type Parameters​

T

  • Properties
    • CalcAllLevels
    • CalcEachCount
    • ChanceNone
    • CreatureTemplate
    • EntriesCount
    • Id
    • IsValid
  • Methods
    • AddEntries(in LeveledListItem)
    • As<T>()
    • ClearEntries()
    • ContainsEntries(in LeveledListItem)
    • GetEntries()
    • GetEntries(int)
    • InsertEntries(int, in LeveledListItem)
    • Is<T>()
    • Keep()
    • RemoveAtEntries(int)
    • SetEntries(in NativeList<LeveledListItem>)
    • SetEntries(int, in LeveledListItem)
    • TryAs<T>(out T)