pub enum Attribute {
Show 41 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),
Impulse(Impulse),
}
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%.