Table of Contents

Class MobileSnapshot

Namespace
Moongate.Persistence.Data.Persistence
Assembly
Moongate.Persistence.dll

Serialized mobile state used inside world snapshots and journal payloads.

[MemoryPackable(GenerateType.Object)]
public sealed class MobileSnapshot : IMemoryPackable<MobileSnapshot>, IMemoryPackFormatterRegister
Inheritance
MobileSnapshot
Implements
IMemoryPackable<MobileSnapshot>
IMemoryPackFormatterRegister
Inherited Members

Remarks

MemoryPack GenerateType: Object

uint Id
uint AccountId
string Name
string Title
int X
int Y
int Z
int MapId
byte Direction
bool IsPlayer
bool IsAlive
byte Gender
byte RaceIndex
int ProfessionId
short SkinHue
short HairStyle
short HairHue
short FacialHairStyle
short FacialHairHue
int Strength
int Dexterity
int Intelligence
int Hits
int Mana
int Stamina
int MaxHits
int MaxMana
int MaxStamina
int Level
long Experience
int SkillPoints
int StatPoints
int FireResistance
int ColdResistance
int PoisonResistance
int EnergyResistance
int Luck
int? BaseBodyId
uint BackpackId
byte[] EquippedLayers
uint[] EquippedItemIds
bool IsWarMode
bool IsHidden
bool IsFrozen
bool IsParalyzed
bool IsFlying
bool IgnoreMobiles
bool IsPoisoned
bool IsBlessed
bool IsInvulnerable
bool IsMounted
byte Notoriety
long CreatedUtcTicks
long LastLoginUtcTicks

Properties

AccountId

public uint AccountId { get; set; }

Property Value

uint

BackpackId

public uint BackpackId { get; set; }

Property Value

uint

BaseBodyId

public int? BaseBodyId { get; set; }

Property Value

int?

ColdResistance

public int ColdResistance { get; set; }

Property Value

int

CreatedUtcTicks

public long CreatedUtcTicks { get; set; }

Property Value

long

Dexterity

public int Dexterity { get; set; }

Property Value

int

Direction

public byte Direction { get; set; }

Property Value

byte

EnergyResistance

public int EnergyResistance { get; set; }

Property Value

int

EquippedItemIds

public uint[] EquippedItemIds { get; set; }

Property Value

uint[]

EquippedLayers

public byte[] EquippedLayers { get; set; }

Property Value

byte[]

Experience

public long Experience { get; set; }

Property Value

long

FacialHairHue

public short FacialHairHue { get; set; }

Property Value

short

FacialHairStyle

public short FacialHairStyle { get; set; }

Property Value

short

FireResistance

public int FireResistance { get; set; }

Property Value

int

Gender

public byte Gender { get; set; }

Property Value

byte

HairHue

public short HairHue { get; set; }

Property Value

short

HairStyle

public short HairStyle { get; set; }

Property Value

short

Hits

public int Hits { get; set; }

Property Value

int

Id

public uint Id { get; set; }

Property Value

uint

IgnoreMobiles

public bool IgnoreMobiles { get; set; }

Property Value

bool

Intelligence

public int Intelligence { get; set; }

Property Value

int

IsAlive

public bool IsAlive { get; set; }

Property Value

bool

IsBlessed

public bool IsBlessed { get; set; }

Property Value

bool

IsFlying

public bool IsFlying { get; set; }

Property Value

bool

IsFrozen

public bool IsFrozen { get; set; }

Property Value

bool

IsHidden

public bool IsHidden { get; set; }

Property Value

bool

IsInvulnerable

public bool IsInvulnerable { get; set; }

Property Value

bool

IsMounted

public bool IsMounted { get; set; }

Property Value

bool

IsParalyzed

public bool IsParalyzed { get; set; }

Property Value

bool

IsPlayer

public bool IsPlayer { get; set; }

Property Value

bool

IsPoisoned

public bool IsPoisoned { get; set; }

Property Value

bool

IsWarMode

public bool IsWarMode { get; set; }

Property Value

bool

LastLoginUtcTicks

public long LastLoginUtcTicks { get; set; }

Property Value

long

Level

public int Level { get; set; }

Property Value

int

Luck

public int Luck { get; set; }

Property Value

int

Mana

public int Mana { get; set; }

Property Value

int

MapId

public int MapId { get; set; }

Property Value

int

MaxHits

public int MaxHits { get; set; }

Property Value

int

MaxMana

public int MaxMana { get; set; }

Property Value

int

MaxStamina

public int MaxStamina { get; set; }

Property Value

int

Name

public string? Name { get; set; }

Property Value

string

Notoriety

public byte Notoriety { get; set; }

Property Value

byte

PoisonResistance

public int PoisonResistance { get; set; }

Property Value

int

ProfessionId

public int ProfessionId { get; set; }

Property Value

int

RaceIndex

public byte RaceIndex { get; set; }

Property Value

byte

SkillPoints

public int SkillPoints { get; set; }

Property Value

int

SkinHue

public short SkinHue { get; set; }

Property Value

short

Stamina

public int Stamina { get; set; }

Property Value

int

StatPoints

public int StatPoints { get; set; }

Property Value

int

Strength

public int Strength { get; set; }

Property Value

int

Title

public string? Title { get; set; }

Property Value

string

X

public int X { get; set; }

Property Value

int

Y

public int Y { get; set; }

Property Value

int

Z

public int Z { get; set; }

Property Value

int