Enum boxcars::Attribute[][src]

pub enum Attribute {
Show 40 variants Boolean(bool), Byte(u8), AppliedDamage(AppliedDamage), DamageState(DamageState), CamSettings(Box<CamSettings>), ClubColors(ClubColors), Demolish(Box<Demolish>), DemolishFx(Box<DemolishFx>), Enum(u16), Explosion(Explosion), ExtendedExplosion(ExtendedExplosion), FlaggedByte(bool, u8), ActiveActor(ActiveActor), Float(f32), GameMode(u8, u8), 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(bool, bool, u32, u32, u32, u32, u32, bool), 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), PickupInfo(PickupInfo),
}
Expand description

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

Tuple Fields of Boolean

0: bool
Byte

Tuple Fields of Byte

0: u8
AppliedDamage

Tuple Fields of AppliedDamage

0: AppliedDamage
DamageState

Tuple Fields of DamageState

0: DamageState
CamSettings

Tuple Fields of CamSettings

0: Box<CamSettings>
ClubColors

Tuple Fields of ClubColors

0: ClubColors
Demolish

Tuple Fields of Demolish

0: Box<Demolish>
DemolishFx

Tuple Fields of DemolishFx

0: Box<DemolishFx>
Enum

Tuple Fields of Enum

0: u16
Explosion

Tuple Fields of Explosion

0: Explosion
ExtendedExplosion

Tuple Fields of ExtendedExplosion

0: ExtendedExplosion
FlaggedByte

Tuple Fields of FlaggedByte

0: bool1: u8
ActiveActor

Tuple Fields of ActiveActor

0: ActiveActor
Float

Tuple Fields of Float

0: f32
GameMode

Tuple Fields of GameMode

0: u81: u8
Int

Tuple Fields of Int

0: i32
Int64

Tuple Fields of Int64

0: i64
Loadout

Tuple Fields of Loadout

0: Box<Loadout>
TeamLoadout

Tuple Fields of TeamLoadout

0: Box<TeamLoadout>
Location

Tuple Fields of Location

0: Vector3f
MusicStinger

Tuple Fields of MusicStinger

0: MusicStinger
PlayerHistoryKey

Tuple Fields of PlayerHistoryKey

0: u16
Pickup

Tuple Fields of Pickup

0: Pickup
PickupNew

Tuple Fields of PickupNew

0: PickupNew
QWord

Tuple Fields of QWord

0: u64
Welded

Tuple Fields of Welded

0: Welded
Title

Tuple Fields of Title

0: bool1: bool2: u323: u324: u325: u326: u327: bool
TeamPaint

Tuple Fields of TeamPaint

0: TeamPaint
RigidBody

Tuple Fields of RigidBody

0: RigidBody
String

Tuple Fields of String

0: String
UniqueId

Tuple Fields of UniqueId

0: Box<UniqueId>
Reservation

Tuple Fields of Reservation

0: Box<Reservation>
PartyLeader

Tuple Fields of PartyLeader

0: Option<Box<UniqueId>>
PrivateMatch

Tuple Fields of PrivateMatch

0: Box<PrivateMatchSettings>
LoadoutOnline

Tuple Fields of LoadoutOnline

0: Vec<Vec<Product>>
LoadoutsOnline

Tuple Fields of LoadoutsOnline

0: LoadoutsOnline
StatEvent

Tuple Fields of StatEvent

0: StatEvent
Rotation

Tuple Fields of Rotation

0: Rotation
RepStatTitle

Tuple Fields of RepStatTitle

0: RepStatTitle
PickupInfo

Tuple Fields of PickupInfo

0: PickupInfo

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

🔬 This is a nightly-only experimental API. (toowned_clone_into)

recently added

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.