Struct dis_rs::EntityState

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pub struct EntityState {
    pub entity_id: EntityId,
    pub force_id: ForceId,
    pub entity_type: EntityType,
    pub alternative_entity_type: EntityType,
    pub entity_linear_velocity: VectorF32,
    pub entity_location: Location,
    pub entity_orientation: Orientation,
    pub entity_appearance: EntityAppearance,
    pub dead_reckoning_parameters: DrParameters,
    pub entity_marking: EntityMarking,
    pub entity_capabilities: EntityCapabilities,
    pub variable_parameters: Vec<VariableParameter>,
}

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§entity_id: EntityId§force_id: ForceId§entity_type: EntityType§alternative_entity_type: EntityType§entity_linear_velocity: VectorF32§entity_location: Location§entity_orientation: Orientation§entity_appearance: EntityAppearance§dead_reckoning_parameters: DrParameters§entity_marking: EntityMarking§entity_capabilities: EntityCapabilities§variable_parameters: Vec<VariableParameter>

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impl EntityState

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pub fn new( entity_id: EntityId, force_id: ForceId, entity_type: EntityType ) -> Self

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pub fn with_alternative_entity_type(self, entity_type: EntityType) -> Self

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pub fn with_velocity(self, velocity: VectorF32) -> Self

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pub fn with_location(self, location: Location) -> Self

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pub fn with_orientation(self, orientation: Orientation) -> Self

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pub fn with_appearance(self, appearance: EntityAppearance) -> Self

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pub fn with_dead_reckoning_parameters(self, parameters: DrParameters) -> Self

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pub fn with_marking(self, marking: EntityMarking) -> Self

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pub fn with_capabilities(self, capabilities: EntityCapabilities) -> Self

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pub fn with_capabilities_flags( self, ammunition_supply: bool, fuel_supply: bool, recovery: bool, repair: bool ) -> Self

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pub fn with_variable_parameter(self, parameter: VariableParameter) -> Self

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pub fn with_variable_parameters( self, parameters: Vec<VariableParameter> ) -> Self

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pub fn into_pdu_body(self) -> PduBody

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