Table of Contents

Class PluginObjectHeader

Namespace
AcDream.Plugin.Abstractions
Assembly
AcDream.Plugin.Abstractions.dll

How the server laid out an object's latest full description, and the optional values it carried, each exactly as sent. Every value is null when that description did not carry it, so a plugin can tell a value the server left out from one it sent as zero. This is low-level data for a plugin that reproduces another tool's record of an object; the rest of the API reports the same things in plain terms.

public sealed record PluginObjectHeader : IEquatable<PluginObjectHeader>
Inheritance
PluginObjectHeader
Implements
Inherited Members

Constructors

PluginObjectHeader(uint?, uint?, uint?, uint?, uint?, uint?, float?, uint?, uint?, uint?, float?)

How the server laid out an object's latest full description, and the optional values it carried, each exactly as sent. Every value is null when that description did not carry it, so a plugin can tell a value the server left out from one it sent as zero. This is low-level data for a plugin that reproduces another tool's record of an object; the rest of the API reports the same things in plain terms.

public PluginObjectHeader(uint? WeenieHeaderFlags, uint? WeenieHeaderFlags2, uint? PhysicsDescriptionFlags, uint? PhysicsState, uint? ObjectDescriptionFlags, uint? SetupId, float? Scale, uint? HookType, uint? ParentObjectId, uint? ParentLocation, float? UseRadius)

Parameters

WeenieHeaderFlags uint?

The word saying which optional item values follow in the description.

WeenieHeaderFlags2 uint?

The second such word; null when the description carried none.

PhysicsDescriptionFlags uint?

The word saying which optional physics values follow.

PhysicsState uint?

The object's physics state word.

ObjectDescriptionFlags uint?

The object's description bit field (openable, a player, a door, and so on).

SetupId uint?

The object's physics setup file id.

Scale float?

The object's scale, as a multiplier of its natural size.

HookType uint?

What kind of house hook the object hangs on.

ParentObjectId uint?

The object it is attached to, such as the creature holding it.

ParentLocation uint?

Where on that parent it is attached.

UseRadius float?

How close, in metres, a user has to be.

Properties

HookType

What kind of house hook the object hangs on.

public uint? HookType { get; init; }

Property Value

uint?

ObjectDescriptionFlags

The object's description bit field (openable, a player, a door, and so on).

public uint? ObjectDescriptionFlags { get; init; }

Property Value

uint?

ParentLocation

Where on that parent it is attached.

public uint? ParentLocation { get; init; }

Property Value

uint?

ParentObjectId

The object it is attached to, such as the creature holding it.

public uint? ParentObjectId { get; init; }

Property Value

uint?

PhysicsDescriptionFlags

The word saying which optional physics values follow.

public uint? PhysicsDescriptionFlags { get; init; }

Property Value

uint?

PhysicsState

The object's physics state word.

public uint? PhysicsState { get; init; }

Property Value

uint?

Scale

The object's scale, as a multiplier of its natural size.

public float? Scale { get; init; }

Property Value

float?

SetupId

The object's physics setup file id.

public uint? SetupId { get; init; }

Property Value

uint?

UseRadius

How close, in metres, a user has to be.

public float? UseRadius { get; init; }

Property Value

float?

WeenieHeaderFlags

The word saying which optional item values follow in the description.

public uint? WeenieHeaderFlags { get; init; }

Property Value

uint?

WeenieHeaderFlags2

The second such word; null when the description carried none.

public uint? WeenieHeaderFlags2 { get; init; }

Property Value

uint?