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>
Trait Implementations§
source§impl PartialEq for Replay
impl PartialEq for Replay
impl StructuralPartialEq for Replay
Auto Trait Implementations§
impl Freeze for Replay
impl RefUnwindSafe for Replay
impl Send for Replay
impl Sync for Replay
impl Unpin for Replay
impl UnwindSafe for Replay
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more