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(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), 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(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(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)

PickupInfo(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 !=. The default implementation is almost always sufficient, and should not be overridden without very good reason. Read more
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

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The resulting type after obtaining ownership.
Creates owned data from borrowed data, usually by cloning. Read more
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.