mObjectTagList
List2<Hash> = [] Hashes of unit tag names. Each hash is the FNV-1a hash of the name in lowercase, the same hash that bin files use for other names. The order of the list has no effect, and a repeated tag counts once.
Shared - used by classes in Logic drivers and concepts, Characters and skins, Spells and combat and Loadouts, catalog and store.
A set of unit tags, stored as a list of tag name hashes. Unit tags are short names
such as Champion, Minion_Lane or Structure_Turret that classify a unit. Conditions
in spell, skin, item and contextual action data test them.
How the engine resolves a set:
mObjectTagList is looked up in the name
list of UnitObjectTagsSettings. The set becomes a
64-bit mask with one bit for each tag that was found.After that, every test compares masks and never looks at the hashes again. Nothing resolves a set a second time, so its content is fixed for the whole game.
The class that holds a set decides how it is compared with a unit: some pass when the unit has one of the tags, some need all of them, and some need none.
A unit's own tags are not an ObjectTags in data. They come from
CharacterRecord.unitTagsString of the unit's character and are resolved through the
same name list. A unit reads the tags of its current character record, so its tags
change only when the unit changes to the data of another character.
List2<Hash> = [] Hashes of unit tag names. Each hash is the FNV-1a hash of the name in lowercase, the same hash that bin files use for other names. The order of the list has no effect, and a repeated tag counts once.
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Embed<ObjectTags> Embed<ObjectTags> Embed<ObjectTags> Embed<ObjectTags> mRequiredUnitTags Embed<ObjectTags> Embed<ObjectTags> Embed<ObjectTags>