Table of Contents

Struct INPC

Namespace
SampSharp.OpenMp.Core.Api
Assembly
SampSharp.OpenMp.Core.dll

This type represents a pointer to an unmanaged open.mp INPC interface (a server-controlled bot built on top of an IPlayer).

[OpenMpApi(new Type[] { typeof(IExtensible), typeof(IIDProvider) })]
public readonly struct INPC : IEquatable<INPC>, INPC.IManagedInterface, IExtensible.IManagedInterface, IIDProvider.IManagedInterface, IUnmanagedInterface
Implements
Inherited Members

Constructors

INPC(nint)

Initializes a new instance of the INPC struct.

public INPC(nint handle)

Parameters

handle nint

A pointer to the unmanaged interface.

Properties

Handle

Gets the handle to the unmanaged interface instance.

public nint Handle { get; }

Property Value

nint

HasValue

Gets a value indicating whether the pointer has a value.

public bool HasValue { get; }

Property Value

bool

Methods

AddExtension<T>(T)

Adds the specified managed extension to this extensible.

public void AddExtension<T>(T extension) where T : Extension

Parameters

extension T

An instance of the extension to add. The extension will be disposed if the extension could not be added to this extensible.

Type Parameters

T

The type of the managed extension.

Remarks

A managed extension can only be added to one extensible.

Exceptions

ArgumentException

Throw when an instance of the extension type was already added to this extensible.

AimAt(Vector3, bool, int, bool, Vector3, EntityCheckType)

Instructs the NPC to aim at a world position.

public void AimAt(Vector3 point, bool shoot, int shootDelay, bool setAngle, Vector3 offsetFrom, EntityCheckType betweenCheckFlags)

Parameters

point Vector3
shoot bool
shootDelay int
setAngle bool
offsetFrom Vector3
betweenCheckFlags EntityCheckType

AimAtPlayer(IPlayer, bool, int, bool, Vector3, Vector3, EntityCheckType)

Instructs the NPC to aim at a specific player.

public void AimAtPlayer(IPlayer atPlayer, bool shoot, int shootDelay, bool setAngle, Vector3 offset, Vector3 offsetFrom, EntityCheckType betweenCheckFlags)

Parameters

atPlayer IPlayer
shoot bool
shootDelay int
setAngle bool
offset Vector3
offsetFrom Vector3
betweenCheckFlags EntityCheckType

ApplyAnimation(AnimationData)

Applies an animation. animationData bundles lib + name + flags + duration.

public void ApplyAnimation(AnimationData animationData)

Parameters

animationData AnimationData

ChangeNode(int, ushort)

Changes the active node and seeks to a specific target point.

public ushort ChangeNode(int nodeId, ushort targetPointId)

Parameters

nodeId int
targetPointId ushort

Returns

ushort

ClearAnimations()

Clears any applied animation.

public void ClearAnimations()

EnableInfiniteAmmo(bool)

Enables or disables infinite ammo for the NPC.

public void EnableInfiniteAmmo(bool enable)

Parameters

enable bool

EnableReloading(bool)

Enables or disables weapon reloading for the NPC.

public void EnableReloading(bool toggle)

Parameters

toggle bool

EnterVehicle(IVehicle, byte, NPCMoveType)

Instructs the NPC to enter a vehicle.

public void EnterVehicle(IVehicle vehicle, byte seatId, NPCMoveType moveType)

Parameters

vehicle IVehicle
seatId byte
moveType NPCMoveType

Equals(INPC)

public bool Equals(INPC other)

Parameters

other INPC

Returns

bool

Equals(object?)

public override bool Equals(object? other)

Parameters

other object

Returns

bool

ExitVehicle()

Instructs the NPC to exit the current vehicle.

public void ExitVehicle()

GetAmmo()

Gets ammo for the current weapon.

public int GetAmmo()

Returns

int

GetAmmoInClip()

Gets the ammo count in the current weapon's clip.

public int GetAmmoInClip()

Returns

int

GetAnimation(out int, out float, out bool, out bool, out bool, out bool, out int)

Gets the current foot-sync animation parameters for the NPC.

public void GetAnimation(out int animationId, out float delta, out bool loop, out bool lockX, out bool lockY, out bool freeze, out int time)

Parameters

animationId int
delta float
loop bool
lockX bool
lockY bool
freeze bool
time int

GetArmour()

Gets the NPC's armour.

public float GetArmour()

Returns

float

GetCurrentPathId()

Gets the ID of the path the NPC is currently following, or -1 if none.

public int GetCurrentPathId()

Returns

int

GetCurrentPathPointIndex()

Gets the index of the current waypoint within the active path.

public int GetCurrentPathPointIndex()

Returns

int

GetEnteringVehicle()

Gets the vehicle the NPC is in the process of entering, or a handle with no value if not entering one.

public IVehicle GetEnteringVehicle()

Returns

IVehicle

GetEnteringVehicleSeat()

Gets the seat index the NPC is targeting while entering a vehicle.

public int GetEnteringVehicleSeat()

Returns

int

GetExtension(UID)

Gets the extension with the specified id.

public IExtension GetExtension(UID id)

Parameters

id UID

The identifier of the extension type.

Returns

IExtension

The extension or null if the extension could not be found.

GetExtension<T>()

Gets the specified managed extension from this extensible.

public T GetExtension<T>() where T : Extension

Returns

T

An instance of the extension with type T.

Type Parameters

T

The type of the managed extension.

Exceptions

ArgumentException

Thrown if the extension could not be found.

GetFightingStyle()

Gets the NPC's current fighting style.

public PlayerFightingStyle GetFightingStyle()

Returns

PlayerFightingStyle

GetHashCode()

public override int GetHashCode()

Returns

int

GetHealth()

Gets the NPC's health.

public float GetHealth()

Returns

float

GetID()

Gets the identifier of this unit.

public int GetID()

Returns

int

The identifier of the unit.

GetInterior()

Gets the interior id this NPC is recorded in (server-side bookkeeping only).

public uint GetInterior()

Returns

uint

GetKeys(out ushort, out ushort, out ushort)

Gets the NPC's current movement keys.

public void GetKeys(out ushort upAndDown, out ushort leftAndRight, out ushort keys)

Parameters

upAndDown ushort
leftAndRight ushort
keys ushort

GetPlayer()

Gets the underlying IPlayer instance for this NPC.

public IPlayer GetPlayer()

Returns

IPlayer

GetPlayerAimingAt()

Gets the player the NPC is currently aiming at, or a handle with no value if not aiming at any player.

public IPlayer GetPlayerAimingAt()

Returns

IPlayer

GetPlayerMovingTo()

Gets the player the NPC is currently moving towards, or a handle with no value if not following a player.

public IPlayer GetPlayerMovingTo()

Returns

IPlayer

GetPosition()

Gets the NPC's world position.

public Vector3 GetPosition()

Returns

Vector3

GetPositionMovingTo()

Gets the world position the NPC is currently moving to.

public Vector3 GetPositionMovingTo()

Returns

Vector3

GetRotation()

Gets the NPC's rotation as a quaternion.

public GTAQuat GetRotation()

Returns

GTAQuat

GetSpecialAction()

Gets the current special action for the NPC.

public PlayerSpecialAction GetSpecialAction()

Returns

PlayerSpecialAction

GetSurfingData()

Gets the current surfing data for the NPC.

public PlayerSurfingData GetSurfingData()

Returns

PlayerSurfingData

GetVehicle()

Gets the vehicle this NPC is currently in, or a handle with no value if not in a vehicle.

public IVehicle GetVehicle()

Returns

IVehicle

GetVehicleGearState()

Gets the gear state for the NPC's vehicle.

public int GetVehicleGearState()

Returns

int

GetVehicleHealth()

Gets the health of the NPC's current vehicle.

public float GetVehicleHealth()

Returns

float

GetVehicleHydraThrusters()

Gets the hydra thruster direction for the NPC's vehicle.

public int GetVehicleHydraThrusters()

Returns

int

GetVehicleSeat()

Gets the seat index this NPC occupies in the current vehicle.

public int GetVehicleSeat()

Returns

int

GetVehicleTrainSpeed()

Gets the train speed for the NPC's vehicle.

public float GetVehicleTrainSpeed()

Returns

float

GetVelocity()

Gets the current velocity vector.

public Vector3 GetVelocity()

Returns

Vector3

GetVirtualWorld()

Gets the virtual world this NPC is in.

public int GetVirtualWorld()

Returns

int

GetWeapon()

Gets the current weapon id.

public byte GetWeapon()

Returns

byte

GetWeaponAccuracy(byte)

Gets the accuracy of the NPC for the specified weapon.

public float GetWeaponAccuracy(byte weapon)

Parameters

weapon byte

Returns

float

GetWeaponActualClipSize(byte)

Gets the actual clip size accounting for skill level and infinite ammo.

public int GetWeaponActualClipSize(byte weapon)

Parameters

weapon byte

Returns

int

GetWeaponActualReloadTime(byte)

Gets the actual reload time accounting for skill level and dual wield.

public int GetWeaponActualReloadTime(byte weapon)

Parameters

weapon byte

Returns

int

GetWeaponClipSize(byte)

Gets the clip size for the specified weapon.

public int GetWeaponClipSize(byte weapon)

Parameters

weapon byte

Returns

int

GetWeaponReloadTime(byte)

Gets the reload time (in milliseconds) for the specified weapon.

public int GetWeaponReloadTime(byte weapon)

Parameters

weapon byte

Returns

int

GetWeaponShootTime(byte)

Gets the shoot time (in milliseconds) for the specified weapon.

public int GetWeaponShootTime(byte weapon)

Parameters

weapon byte

Returns

int

GetWeaponSkillLevel(PlayerWeaponSkill)

Gets the weapon skill level for the specified weapon skill.

public int GetWeaponSkillLevel(PlayerWeaponSkill weaponSkill)

Parameters

weaponSkill PlayerWeaponSkill

Returns

int

GetWeaponState()

Gets the NPC's current weapon state.

public PlayerWeaponState GetWeaponState()

Returns

PlayerWeaponState

IsAiming()

Gets a value indicating whether the NPC is currently aiming.

public bool IsAiming()

Returns

bool

IsAimingAtPlayer(IPlayer)

Gets a value indicating whether the NPC is currently aiming at the specified player.

public bool IsAimingAtPlayer(IPlayer player)

Parameters

player IPlayer

Returns

bool

IsDead()

True if the NPC has been killed and not yet respawned.

public bool IsDead()

Returns

bool

IsInfiniteAmmoEnabled()

Gets a value indicating whether infinite ammo is enabled for the NPC.

public bool IsInfiniteAmmoEnabled()

Returns

bool

IsInvulnerable()

True iff the NPC is invulnerable.

public bool IsInvulnerable()

Returns

bool

IsMeleeAttacking()

Gets a value indicating whether the NPC is currently performing a melee attack.

public bool IsMeleeAttacking()

Returns

bool

IsMoving()

True if the NPC is currently moving (path or direct).

public bool IsMoving()

Returns

bool

IsMovingByPath()

Gets a value indicating whether the NPC is currently moving along a path.

public bool IsMovingByPath()

Returns

bool

IsMovingToPlayer(IPlayer)

Gets a value indicating whether the NPC is currently moving towards the specified player.

public bool IsMovingToPlayer(IPlayer player)

Parameters

player IPlayer

Returns

bool

IsPathPaused()

Gets a value indicating whether the NPC's path movement is currently paused.

public bool IsPathPaused()

Returns

bool

IsPlaybackPaused()

Gets a value indicating whether playback is currently paused.

public bool IsPlaybackPaused()

Returns

bool

IsPlayingNode()

Gets a value indicating whether the NPC is currently following a node path.

public bool IsPlayingNode()

Returns

bool

IsPlayingNodePaused()

Gets a value indicating whether node-based movement is currently paused.

public bool IsPlayingNodePaused()

Returns

bool

IsPlayingPlayback()

Gets a value indicating whether the NPC is currently playing a recording.

public bool IsPlayingPlayback()

Returns

bool

IsReloadEnabled()

Gets a value indicating whether weapon reloading is enabled for the NPC.

public bool IsReloadEnabled()

Returns

bool

IsReloading()

Gets a value indicating whether the NPC is currently reloading its weapon.

public bool IsReloading()

Returns

bool

IsShooting()

Gets a value indicating whether the NPC is currently shooting.

public bool IsShooting()

Returns

bool

IsStreamedInForPlayer(IPlayer)

Checks whether this NPC is streamed in for the given player.

public bool IsStreamedInForPlayer(IPlayer other)

Parameters

other IPlayer

Returns

bool

IsVehicleSirenUsed()

Gets a value indicating whether the NPC's vehicle siren is currently active.

public bool IsVehicleSirenUsed()

Returns

bool

Kill(IPlayer, byte)

Simulates NPC death, optionally with a killer and weapon.

public void Kill(IPlayer killer, byte weapon)

Parameters

killer IPlayer
weapon byte

MeleeAttack(int, bool)

Starts a melee attack for the specified duration.

public void MeleeAttack(int time, bool secondaryMeleeAttack)

Parameters

time int

Duration of the attack in milliseconds.

secondaryMeleeAttack bool

If true, performs the secondary melee attack.

Move(Vector3, NPCMoveType, float, float)

Tells the NPC to walk/jog/sprint/drive to position.

public bool Move(Vector3 position, NPCMoveType moveType, float moveSpeed, float stopRange)

Parameters

position Vector3
moveType NPCMoveType
moveSpeed float
stopRange float

Returns

bool

MoveByPath(int, NPCMoveType, float, bool)

Instructs the NPC to move along a previously created path.

public bool MoveByPath(int pathId, NPCMoveType moveType, float moveSpeed, bool reverse)

Parameters

pathId int
moveType NPCMoveType
moveSpeed float
reverse bool

Returns

bool

MoveToPlayer(IPlayer, NPCMoveType, float, float, Milliseconds, bool)

Tells the NPC to continuously follow targetPlayer using the specified movement type.

public bool MoveToPlayer(IPlayer targetPlayer, NPCMoveType moveType, float moveSpeed, float stopRange, Milliseconds posCheckUpdateDelay, bool autoRestart)

Parameters

targetPlayer IPlayer

The player to follow.

moveType NPCMoveType

The movement type (walk, jog, sprint, etc.).

moveSpeed float

The movement speed (-1 for automatic).

stopRange float

The radius within which the NPC stops following.

posCheckUpdateDelay Milliseconds

How often (in milliseconds) the NPC recalculates the target's position.

autoRestart bool

If true, the NPC will restart following after reaching the player.

Returns

bool

PausePath()

Pauses path-based movement temporarily.

public void PausePath()

PausePlayback(bool)

Pauses or resumes the current playback.

public void PausePlayback(bool paused)

Parameters

paused bool

PausePlayingNode()

Pauses node-based movement.

public void PausePlayingNode()

PlayNode(int, NPCMoveType, float, float, bool)

Starts node-based movement for the NPC.

public bool PlayNode(int nodeId, NPCMoveType moveType, float moveSpeed, float radius, bool setAngle)

Parameters

nodeId int
moveType NPCMoveType
moveSpeed float
radius float
setAngle bool

Returns

bool

PutInVehicle(IVehicle, byte)

Teleports the NPC directly into a vehicle seat.

public bool PutInVehicle(IVehicle vehicle, byte seat)

Parameters

vehicle IVehicle
seat byte

Returns

bool

QueryExtension<T>()

Gets the specified unmanaged extension from this extensible.

public T QueryExtension<T>() where T : unmanaged, IExtension.IManagedInterface

Returns

T

The unmanaged extension or null if the extension could not be found.

Type Parameters

T

The type of the unmanaged extension.

RemoveExtension(IExtension)

Removes the specified extension from this extensible.

public void RemoveExtension(IExtension extension)

Parameters

extension IExtension

The extension to remove.

Exceptions

ArgumentException

Thrown if the extension could not be found.

RemoveExtension(UID)

Removes the extension with the specified id from this extensible.

public void RemoveExtension(UID id)

Parameters

id UID

The identifier of the extension.

Exceptions

ArgumentException

Thrown if the extension could not be found.

RemoveExtension<T>(T)

Removes the specified managed extension from this extensible.

public void RemoveExtension<T>(T extension) where T : Extension

Parameters

extension T

The managed extension to remove.

Type Parameters

T

The type of the managed extension.

Exceptions

ArgumentException

Thrown if the extension could not be found.

RemoveFromVehicle()

Removes the NPC from its current vehicle.

public bool RemoveFromVehicle()

Returns

bool

ResetAnimation()

Resets the foot-sync animation for the NPC.

public void ResetAnimation()

ResetSurfingData()

Resets the NPC's surfing data.

public void ResetSurfingData()

Respawn()

Respawns the NPC keeping its current state.

public void Respawn()

ResumePath()

Resumes previously paused path-based movement.

public void ResumePath()

ResumePlayingNode()

Resumes previously paused node-based movement.

public void ResumePlayingNode()

SetAmmo(int)

Sets ammo for the current weapon.

public void SetAmmo(int ammo)

Parameters

ammo int

SetAmmoInClip(int)

Sets the ammo count in the current weapon's clip.

public void SetAmmoInClip(int ammo)

Parameters

ammo int

SetAnimation(int, float, bool, bool, bool, bool, int)

Sets the foot-sync animation for the NPC.

public void SetAnimation(int animationId, float delta, bool loop, bool lockX, bool lockY, bool freeze, int time)

Parameters

animationId int
delta float
loop bool
lockX bool
lockY bool
freeze bool
time int

SetArmour(float)

Sets the NPC's armour.

public void SetArmour(float armour)

Parameters

armour float

SetFightingStyle(PlayerFightingStyle)

Sets the NPC's fighting style.

public void SetFightingStyle(PlayerFightingStyle style)

Parameters

style PlayerFightingStyle

SetHealth(float)

Sets the NPC's health.

public void SetHealth(float health)

Parameters

health float

SetInterior(uint)

Sets the interior id (server-side bookkeeping only — does not relocate the NPC).

public void SetInterior(uint interior)

Parameters

interior uint

SetInvulnerable(bool)

Sets invulnerability.

public void SetInvulnerable(bool toggle)

Parameters

toggle bool

SetKeys(ushort, ushort, ushort)

Sets the NPC's movement keys.

public void SetKeys(ushort upAndDown, ushort leftAndRight, ushort keys)

Parameters

upAndDown ushort
leftAndRight ushort
keys ushort

SetPosition(Vector3, bool)

Sets the NPC's position. immediateUpdate=true broadcasts a sync to streamed-in players right away instead of waiting for the next tick.

public void SetPosition(Vector3 position, bool immediateUpdate)

Parameters

position Vector3
immediateUpdate bool

SetRotation(GTAQuat, bool)

Sets the NPC's rotation. See SetPosition(Vector3, bool) for the immediate-update flag.

public void SetRotation(GTAQuat rotation, bool immediateUpdate)

Parameters

rotation GTAQuat
immediateUpdate bool

SetSkin(int)

Sets the NPC's skin model id.

public void SetSkin(int model)

Parameters

model int

SetSpecialAction(PlayerSpecialAction)

Sets the special action for the NPC.

public void SetSpecialAction(PlayerSpecialAction action)

Parameters

action PlayerSpecialAction

SetSurfingData(PlayerSurfingData)

Sets the surfing data for the NPC.

public void SetSurfingData(PlayerSurfingData data)

Parameters

data PlayerSurfingData

SetVehicleGearState(int)

Sets the gear state for the NPC's vehicle.

public void SetVehicleGearState(int gear)

Parameters

gear int

SetVehicleHealth(float)

Sets the health of the NPC's current vehicle.

public void SetVehicleHealth(float health)

Parameters

health float

SetVehicleHydraThrusters(int)

Sets the hydra thruster direction for the NPC's vehicle.

public void SetVehicleHydraThrusters(int direction)

Parameters

direction int

SetVehicleTrainSpeed(float)

Sets the train speed for the NPC's vehicle.

public void SetVehicleTrainSpeed(float speed)

Parameters

speed float

SetVelocity(Vector3, bool)

Sets the velocity vector. update=true forces a sync this tick.

public void SetVelocity(Vector3 velocity, bool update)

Parameters

velocity Vector3
update bool

SetVirtualWorld(int)

Sets the virtual world this NPC is in.

public void SetVirtualWorld(int vw)

Parameters

vw int

SetWeapon(byte)

Sets the current weapon id.

public void SetWeapon(byte weapon)

Parameters

weapon byte

SetWeaponAccuracy(byte, float)

Sets the accuracy of the NPC for the specified weapon.

public void SetWeaponAccuracy(byte weapon, float accuracy)

Parameters

weapon byte
accuracy float

SetWeaponClipSize(byte, int)

Sets the clip size for the specified weapon.

public void SetWeaponClipSize(byte weapon, int size)

Parameters

weapon byte
size int

SetWeaponReloadTime(byte, int)

Sets the reload time (in milliseconds) for the specified weapon.

public void SetWeaponReloadTime(byte weapon, int time)

Parameters

weapon byte
time int

SetWeaponShootTime(byte, int)

Sets the shoot time (in milliseconds) for the specified weapon.

public void SetWeaponShootTime(byte weapon, int time)

Parameters

weapon byte
time int

SetWeaponSkillLevel(PlayerWeaponSkill, int)

Sets the weapon skill level for the specified weapon skill.

public void SetWeaponSkillLevel(PlayerWeaponSkill weaponSkill, int level)

Parameters

weaponSkill PlayerWeaponSkill
level int

SetWeaponState(PlayerWeaponState)

Sets the NPC's weapon state.

public void SetWeaponState(PlayerWeaponState state)

Parameters

state PlayerWeaponState

Shoot(int, PlayerBulletHitType, byte, Vector3, Vector3, bool, EntityCheckType)

Triggers a weapon shot from the NPC.

public void Shoot(int hitId, PlayerBulletHitType hitType, byte weapon, Vector3 endPoint, Vector3 offset, bool isHit, EntityCheckType betweenCheckFlags)

Parameters

hitId int
hitType PlayerBulletHitType
weapon byte
endPoint Vector3
offset Vector3
isHit bool
betweenCheckFlags EntityCheckType

Spawn()

Spawns the NPC at its currently configured position/rotation.

public void Spawn()

StartPlaybackById(int, bool, Vector3, GTAQuat)

Starts playing a pre-loaded recording by its record ID.

public bool StartPlaybackById(int recordId, bool autoUnload, Vector3 point, GTAQuat rotation)

Parameters

recordId int

The record ID returned by LoadRecord(string).

autoUnload bool

If true, the record is unloaded when playback ends.

point Vector3

The starting position for playback (zero vector for current position).

rotation GTAQuat

The starting rotation for playback.

Returns

bool

StartPlaybackByName(string, bool, Vector3, GTAQuat)

Starts playing a pre-recorded movement by file name.

public bool StartPlaybackByName(string recordName, bool autoUnload, Vector3 point, GTAQuat rotation)

Parameters

recordName string

The path to the record file (relative to scriptfiles).

autoUnload bool

If true, the record is unloaded when playback ends.

point Vector3

The starting position for playback (zero vector for current position).

rotation GTAQuat

The starting rotation for playback.

Returns

bool

StopAim()

Stops the NPC from aiming.

public void StopAim()

StopMeleeAttack()

Stops the current melee attack.

public void StopMeleeAttack()

StopMove()

Stops any active movement.

public void StopMove()

StopPath()

Stops path-based movement entirely.

public void StopPath()

StopPlayback()

Stops the current playback.

public void StopPlayback()

StopPlayingNode()

Stops node-based movement.

public void StopPlayingNode()

StreamedForPlayers()

Gets the set of players this NPC is currently streamed in for.

public FlatPtrHashSet<IPlayer> StreamedForPlayers()

Returns

FlatPtrHashSet<IPlayer>

TryGetExtension<T>()

Tries to get the specified managed extension from this extensible.

public T? TryGetExtension<T>() where T : Extension

Returns

T

An instance of the extension with type T or null if no extension with the specified type could be found.

Type Parameters

T

The type of the managed extension.

TryQueryExtension<T>(out T)

Tries to get the specified unmanaged extension from this extensible.

public bool TryQueryExtension<T>(out T extension) where T : unmanaged, IExtension.IManagedInterface

Parameters

extension T

The extension if found, otherwise null.

Returns

bool

true if the extension was found; false otherwise.

Type Parameters

T

The type of the unmanaged extension.

UpdateNodePoint(ushort)

Updates the current node point to the specified point ID.

public bool UpdateNodePoint(ushort pointId)

Parameters

pointId ushort

Returns

bool

UseVehicleSiren(bool)

Enables or disables the siren on the NPC's vehicle.

public void UseVehicleSiren(bool use)

Parameters

use bool

Operators

operator ==(INPC, object?)

Determines whether the specified values are equal.

public static bool operator ==(INPC lhs, object? rhs)

Parameters

lhs INPC

The value on the left side of the operator.

rhs object

The value on the right side of the operator.

Returns

bool

true if the values are equal; otherwise, false.

explicit operator INPC(IExtensible)

Casts the IExtensible to a INPC.

public static explicit operator INPC(IExtensible value)

Parameters

value IExtensible

The IExtensible to cast.

Returns

INPC

The converted INPC.

explicit operator INPC(IIDProvider)

Casts the IIDProvider to a INPC.

public static explicit operator INPC(IIDProvider value)

Parameters

value IIDProvider

The IIDProvider to cast.

Returns

INPC

The converted INPC.

explicit operator IExtensible(INPC)

Casts the INPC to a IExtensible.

public static explicit operator IExtensible(INPC value)

Parameters

value INPC

The INPC to cast.

Returns

IExtensible

The converted IExtensible.

explicit operator IIDProvider(INPC)

Casts the INPC to a IIDProvider.

public static explicit operator IIDProvider(INPC value)

Parameters

value INPC

The INPC to cast.

Returns

IIDProvider

The converted IIDProvider.

operator !=(INPC, object?)

Determines whether the specified values are not equal.

public static bool operator !=(INPC lhs, object? rhs)

Parameters

lhs INPC

The value on the left side of the operator.

rhs object

The value on the right side of the operator.

Returns

bool

true if the values are not equal; otherwise, false.