pub struct EntityRef<'a> {
pub entity_type: Option<&'a Identifier>,
pub flags: EntityRefFlags,
pub equipment: Option<&'a EntityEquipmentRef<'a>>,
pub custom_name: Option<&'a str>,
}Expand description
A reference to an entity for loot context. This is intentionally opaque - the actual entity type depends on game implementation.
Fields§
§entity_type: Option<&'a Identifier>Type identifier for the entity.
flags: EntityRefFlagsEntity flags for predicate checking.
equipment: Option<&'a EntityEquipmentRef<'a>>Equipment slots for equipment predicates.
custom_name: Option<&'a str>Entity name (for copy_name function).
Trait Implementations§
Auto Trait Implementations§
impl<'a> Freeze for EntityRef<'a>
impl<'a> RefUnwindSafe for EntityRef<'a>
impl<'a> Send for EntityRef<'a>
impl<'a> Sync for EntityRef<'a>
impl<'a> Unpin for EntityRef<'a>
impl<'a> UnsafeUnpin for EntityRef<'a>
impl<'a> UnwindSafe for EntityRef<'a>
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more