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<title>world_detach_dyn — Ludic</title>
<meta name="description" content="Detach a property from an instance by numeric id at runtime (dynamic ECS).">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="api.html#ecs">Entities &amp; the ECS</a> <span>›</span> <span class="here">world_detach_dyn</span></div>
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<span class="kind-badge kind-builtin">function</span>
<h1 id="top">world_detach_dyn</h1>
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<code class="sig">world_detach_dyn(target, property)</code>
<div class="desc"><p><code>world_detach_dyn</code> removes a property from a live instance by numeric id, the reflection-ABI counterpart of the static <code>detach Prop on instance</code>. It clears the instance's has-flag for that property so queries and <code>world_has</code> no longer see it, and returns nothing. Use it to take back a runtime-registered or id-only property a mod previously granted with <code>world_attach_dyn</code>. In ordinary compiled code, prefer the <code>detach</code> statement, which also fires the <code>@OnDetach</code> hook before the flag clears.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-target"><code class="pname">target</code><span class="pdesc">the model instance to modify, an <code>entity</code> handle</span></div><div class="param" id="param-property"><code class="pname">property</code><span class="pdesc">the property id to detach, from <code>world_prop_id</code> or <code>world_register_prop</code></span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program RevokeComponent {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
handler Boot phase Start {
spawn Hero { Position { column: 4, row: 4 } }
}
handler DropStamina phase Update {
let stamina_property = world_prop_id("Stamina")
if stamina_property &gt;= 0 {
for (position) in query [Position, {Player}] {
world_detach_dyn(self(), stamina_property)
}
}
}
}</pre></div>
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