[][src]Enum boxcars::Attribute

pub enum Attribute {
    Boolean(bool),
    Byte(u8),
    AppliedDamage(AppliedDamage),
    DamageState(DamageState),
    CamSettings(Box<CamSettings>),
    ClubColors(ClubColors),
    Demolish(Box<Demolish>),
    Enum(u16),
    Explosion(Explosion),
    ExtendedExplosion(ExtendedExplosion),
    FlaggedByte(boolu8),
    ActiveActor(ActiveActor),
    Float(f32),
    GameMode(u8u8),
    Int(i32),
    Int64(i64),
    Loadout(Box<Loadout>),
    TeamLoadout(Box<TeamLoadout>),
    Location(Vector3f),
    MusicStinger(MusicStinger),
    PlayerHistoryKey(u16),
    Pickup(Pickup),
    PickupNew(PickupNew),
    QWord(u64),
    Welded(Welded),
    Title(boolboolu32u32u32u32u32bool),
    TeamPaint(TeamPaint),
    RigidBody(RigidBody),
    String(String),
    UniqueId(Box<UniqueId>),
    Reservation(Box<Reservation>),
    PartyLeader(Option<Box<UniqueId>>),
    PrivateMatch(Box<PrivateMatchSettings>),
    LoadoutOnline(Vec<Vec<Product>>),
    LoadoutsOnline(LoadoutsOnline),
    StatEvent(StatEvent),
    Rotation(Rotation),
    RepStatTitle(RepStatTitle),
}

The attributes for updated actors in the network data.

The vast majority of attributes in the network data are rigid bodies. As a performance improvent, any attribute variant larger than the size of a rigid body is moved to the heap (ie: Box::new). This change increased throughput by 40%.

Variants

Boolean(bool)
Byte(u8)
AppliedDamage(AppliedDamage)
DamageState(DamageState)
CamSettings(Box<CamSettings>)
ClubColors(ClubColors)
Demolish(Box<Demolish>)
Enum(u16)
Explosion(Explosion)
ExtendedExplosion(ExtendedExplosion)
FlaggedByte(boolu8)
ActiveActor(ActiveActor)
Float(f32)
GameMode(u8u8)
Int(i32)
Int64(i64)
Loadout(Box<Loadout>)
TeamLoadout(Box<TeamLoadout>)
Location(Vector3f)
MusicStinger(MusicStinger)
PlayerHistoryKey(u16)
Pickup(Pickup)
PickupNew(PickupNew)
QWord(u64)
Welded(Welded)
Title(boolboolu32u32u32u32u32bool)
TeamPaint(TeamPaint)
RigidBody(RigidBody)
String(String)
UniqueId(Box<UniqueId>)
Reservation(Box<Reservation>)
PartyLeader(Option<Box<UniqueId>>)
PrivateMatch(Box<PrivateMatchSettings>)
LoadoutOnline(Vec<Vec<Product>>)
LoadoutsOnline(LoadoutsOnline)
StatEvent(StatEvent)
Rotation(Rotation)
RepStatTitle(RepStatTitle)

Trait Implementations

impl Clone for Attribute[src]

impl Debug for Attribute[src]

impl PartialEq<Attribute> for Attribute[src]

impl Serialize for Attribute[src]

impl StructuralPartialEq for Attribute[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.