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ReadyM.Relay.Common.Oblivion.ECS.Components

Structs

AnimationMovementComponent

Holds the player character's movement and animation data.

AnimationStateComponent

Holds the player character's animation state.

AppearanceComponent

Holds the player character's appearance settings.

BaseIdComponent

Holds an Oblivion actor's Base ID.

CellDiscoveryComponent

DialogueComponent

DifficultyComponent

Holds the difficulty the server dictates for every client in the session.

DynamicFormsComponent

Holds the player's dynamic forms, including spells and alchemy effects.

EffectsAttributesComponent

Holds player character's effect attributes' values.

EquipmentComponent

Holds the player's equipment.

JournalComponent

MainCharacterComponent

Holds the player's ID.

NicknameComponent

Holds the player's nickname.

ParentCellComponent

Holds the player character's parent cell information.

PlayerActivityComponent

Holds the player character's activity flags.

QuiverComponent

Holds the player character's quiver information.

RefIdComponent

SkillAttributesComponent

Holds the player character's skill attributes.

SocialAttributesComponent

Holds the player character's social attributes.

SpokenTopicsComponent

StackCountComponent

Holds the number of items in a dropped item stack.

TimeComponent

Holds the global time state of the game world.

TransformComponent

Holds an entity's position and rotation in the world.

VitalsComponent

Holds the player character's vital attributes.

WeatherComponent

Holds the global weather state of the game world.

WorldStateComponent

Interfaces

ISaveTaggedComponent<TSelf>

A networked component that can be persisted in a player save. The save key defaults to the component's type name. The key is part of the save file format. Renaming a component changes its key and makes older saves of that component unreadable.