pub struct Replay {Show 19 fields
pub header_size: i32,
pub header_crc: u32,
pub major_version: i32,
pub minor_version: i32,
pub net_version: Option<i32>,
pub game_type: String,
pub properties: Vec<(String, HeaderProp)>,
pub content_size: i32,
pub content_crc: u32,
pub network_frames: Option<NetworkFrames>,
pub levels: Vec<String>,
pub keyframes: Vec<KeyFrame>,
pub debug_info: Vec<DebugInfo>,
pub tick_marks: Vec<TickMark>,
pub packages: Vec<String>,
pub objects: Vec<String>,
pub names: Vec<String>,
pub class_indices: Vec<ClassIndex>,
pub net_cache: Vec<ClassNetCache>,
}
Expand description
The structure that a rocket league replay is parsed into.
Fields§
§header_size: i32
§header_crc: u32
§major_version: i32
§minor_version: i32
§net_version: Option<i32>
§game_type: String
§properties: Vec<(String, HeaderProp)>
Could use a map to represent properties but I don’t want to assume that duplicate keys can’t exist, so to be safe, use a traditional vector.
content_size: i32
§content_crc: u32
§network_frames: Option<NetworkFrames>
§levels: Vec<String>
§keyframes: Vec<KeyFrame>
§debug_info: Vec<DebugInfo>
§tick_marks: Vec<TickMark>
§packages: Vec<String>
§objects: Vec<String>
§names: Vec<String>
§class_indices: Vec<ClassIndex>
§net_cache: Vec<ClassNetCache>