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(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)
Trait Implementations
impl StructuralPartialEq for Attribute
Auto Trait Implementations
impl RefUnwindSafe for Attribute
impl Send for Attribute
impl Sync for Attribute
impl Unpin for Attribute
impl UnwindSafe for Attribute
Blanket Implementations
sourceimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more