Struct boxcars::Replay
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pub struct Replay<'a> { pub header_size: i32, pub header_crc: i32, pub major_version: i32, pub minor_version: i32, pub net_version: Option<i32>, pub game_type: Cow<'a, str>, pub properties: Vec<(&'a str, HeaderProp<'a>)>, pub content_size: i32, pub content_crc: i32, pub network_frames: Option<NetworkFrames>, pub levels: Vec<Cow<'a, str>>, pub keyframes: Vec<KeyFrame>, pub debug_info: Vec<DebugInfo<'a>>, pub tick_marks: Vec<TickMark<'a>>, pub packages: Vec<Cow<'a, str>>, pub objects: Vec<Cow<'a, str>>, pub names: Vec<Cow<'a, str>>, pub class_indices: Vec<ClassIndex<'a>>, pub net_cache: Vec<ClassNetCache>, }
The structure that a rocket league replay is parsed into.
Fields
header_size: i32
header_crc: i32
major_version: i32
minor_version: i32
net_version: Option<i32>
game_type: Cow<'a, str>
properties: Vec<(&'a str, HeaderProp<'a>)>
Could use a map to represent properties but I don't want to assume that duplicate keys can't exist, so to be safe, use a traditional vector.
content_size: i32
content_crc: i32
network_frames: Option<NetworkFrames>
levels: Vec<Cow<'a, str>>
keyframes: Vec<KeyFrame>
debug_info: Vec<DebugInfo<'a>>
tick_marks: Vec<TickMark<'a>>
packages: Vec<Cow<'a, str>>
objects: Vec<Cow<'a, str>>
names: Vec<Cow<'a, str>>
class_indices: Vec<ClassIndex<'a>>
net_cache: Vec<ClassNetCache>
Trait Implementations
impl<'a> PartialEq for Replay<'a>
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fn eq(&self, __arg_0: &Replay<'a>) -> bool
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This method tests for self
and other
values to be equal, and is used by ==
. Read more
fn ne(&self, __arg_0: &Replay<'a>) -> bool
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This method tests for !=
.
impl<'a> Debug for Replay<'a>
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fn fmt(&self, __arg_0: &mut Formatter) -> Result
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Formats the value using the given formatter. Read more