pub enum NestedDispatch {
Inherit,
Player,
Server,
}Expand description
How a nested effect list is dispatched, relative to the bundle it sits in
(spec-0085 §3.2) — the one statement of which command source each nesting
site runs under, read by DW0357/DW0503 and by the emitter’s timeline
keying alike.
Variants§
Inherit
Under the parent’s own source: a sequence step. A timeline started
where there is an acting player carries that player across its
schedules by a compiler-owned tag, and a timeline started from the
server source has nobody to carry.
Player
As one player, whatever the parent was: a set-checkpoint’s
on_respawn (the respawning player) and a begin-stealth’s on_caught
(the spotted player).
Server
From the server command source, whatever the parent was: a
move-npc/move-actor on_arrive (the driver’s scheduled tick) and a
bonfire’s on_rest (the party-wide rest, dispatched from the tick).