pub struct CombatHud {Show 32 fields
pub in_combat: bool,
pub auto_attack: bool,
pub has_los: bool,
pub attack_cd_ticks: u64,
pub ability_id: String,
pub target_entity_id: Option<EntityId>,
pub target_label: Option<String>,
pub max_target_slots: u8,
pub slots: Vec<CombatSlotHud>,
pub rotation_presets: Vec<RotationPreset>,
pub gcd_ticks: u64,
pub mainhand_template_id: Option<String>,
pub mainhand_label: Option<String>,
pub offhand_template_id: Option<String>,
pub offhand_label: Option<String>,
pub mainhand_hand_slots: u8,
pub worn: Vec<(BodySlot, ItemStack)>,
pub defense: Option<DefenseHud>,
pub carry_mass: f32,
pub carry_mass_max: f32,
pub encumbrance: EncumbranceState,
pub keychain: Vec<ItemStack>,
pub target: Option<CombatTargetHud>,
pub cast: Option<CastProgressHud>,
pub ability_cooldowns: Vec<AbilityCooldownHud>,
pub blocking_active: bool,
pub progression_xp: Option<ProgressionXp>,
pub progression_baseline: u16,
pub progression_xp_base: f64,
pub progression_xp_growth: f64,
pub attributes: Option<PrimaryAttributes>,
pub skills: Option<PlayerSkills>,
}Expand description
Observer combat HUD (local player only).
Fields§
§in_combat: bool§auto_attack: boolT1 auto rotation (legacy field mirrors slot 1).
has_los: bool§attack_cd_ticks: u64§ability_id: String§target_entity_id: Option<EntityId>§target_label: Option<String>§max_target_slots: u8§slots: Vec<CombatSlotHud>§rotation_presets: Vec<RotationPreset>§gcd_ticks: u64§mainhand_template_id: Option<String>§mainhand_label: Option<String>§offhand_template_id: Option<String>§offhand_label: Option<String>§mainhand_hand_slots: u8Mainhand occupies this many hand sockets (1 or 2).
worn: Vec<(BodySlot, ItemStack)>Equipped body-slot items (backpack, belt, armor, jewelry).
defense: Option<DefenseHud>Live mitigation / resist summary for the Equip paperdoll.
carry_mass: f32§carry_mass_max: f32§encumbrance: EncumbranceState§keychain: Vec<ItemStack>Keys on the virtual keychain (stowed, zero carry mass).
target: Option<CombatTargetHud>§cast: Option<CastProgressHud>§ability_cooldowns: Vec<AbilityCooldownHud>§blocking_active: bool§progression_xp: Option<ProgressionXp>Live XP pools for the local player (updated every tick with combat HUD).
progression_baseline: u16§progression_xp_base: f64§progression_xp_growth: f64§attributes: Option<PrimaryAttributes>§skills: Option<PlayerSkills>Trait Implementations§
Source§impl<'de> Deserialize<'de> for CombatHud
impl<'de> Deserialize<'de> for CombatHud
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
impl StructuralPartialEq for CombatHud
Auto Trait Implementations§
impl Freeze for CombatHud
impl RefUnwindSafe for CombatHud
impl Send for CombatHud
impl Sync for CombatHud
impl Unpin for CombatHud
impl UnsafeUnpin for CombatHud
impl UnwindSafe for CombatHud
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