pub struct CameraSettings {Show 62 fields
pub static_rope_threshold: Option<i32>,
pub obstacle_size: Option<i32>,
pub camera_size: Option<i32>,
pub camera_scape_size: Option<i32>,
pub target_offset_x: Option<i32>,
pub target_offset_y: Option<i32>,
pub target_offset_z: Option<i32>,
pub offset_pos_x: Option<i32>,
pub offset_pos_y: Option<i32>,
pub offset_pos_z: Option<i32>,
pub offset_angle_x: Option<i32>,
pub offset_angle_y: Option<i32>,
pub offset_angle_z: Option<i32>,
pub camera_distance: Option<i32>,
pub camera_min_distance: Option<i32>,
pub camera_right_pos: Option<i32>,
pub camera_left_pos: Option<i32>,
pub camera_combat_angle_offset_x: Option<i32>,
pub camera_combat_angle_offset_y: Option<i32>,
pub camera_combat_angle_offset_z: Option<i32>,
pub camera_combat_distance: Option<i32>,
pub camera_hang_angle_offset_x: Option<i32>,
pub camera_hang_angle_offset_y: Option<i32>,
pub camera_hang_angle_offset_z: Option<i32>,
pub camera_hang_distance: Option<i32>,
pub camera_rope_max_vel: Option<i32>,
pub camera_rope_angle_offset_x: Option<i32>,
pub camera_rope_angle_offset_y: Option<i32>,
pub camera_rope_angle_offset_z: Option<i32>,
pub camera_rope_distance: Option<i32>,
pub camera_rope_above_angle_offset_x: Option<i32>,
pub camera_rope_above_angle_offset_y: Option<i32>,
pub camera_rope_above_angle_offset_z: Option<i32>,
pub camera_rope_above_distance: Option<i32>,
pub camera_rope_above_aim_x: Option<i32>,
pub camera_rope_above_aim_y: Option<i32>,
pub camera_rope_above_aim_z: Option<i32>,
pub camera_rope_below_angle_offset_x: Option<i32>,
pub camera_rope_below_angle_offset_y: Option<i32>,
pub camera_rope_below_angle_offset_z: Option<i32>,
pub camera_rope_below_distance: Option<i32>,
pub camera_rope_below_aim_x: Option<i32>,
pub camera_rope_below_aim_y: Option<i32>,
pub camera_rope_below_aim_z: Option<i32>,
pub camera_debug_angle_offset_x: Option<i32>,
pub camera_debug_angle_offset_y: Option<i32>,
pub camera_debug_angle_offset_z: Option<i32>,
pub camera_debug_distance: Option<i32>,
pub max_x_angle: Option<i32>,
pub min_x_angle: Option<i32>,
pub max_vel: Option<i32>,
pub max_y_vel: Option<i32>,
pub max_acc: Option<i32>,
pub player_control_x_inc: Option<i32>,
pub player_control_y_inc: Option<i32>,
pub glide_x: Option<f32>,
pub glide_y: Option<f32>,
pub glide_z: Option<f32>,
pub glide_angle_x: Option<f32>,
pub glide_angle_y: Option<f32>,
pub glide_angle_z: Option<f32>,
pub cam_prox_up: Option<f32>,
}Expand description
Settings from [camera]. Numeric codes retain their stored values.
Fields§
§static_rope_threshold: Option<i32>§obstacle_size: Option<i32>§camera_size: Option<i32>§camera_scape_size: Option<i32>§target_offset_x: Option<i32>§target_offset_y: Option<i32>§target_offset_z: Option<i32>§offset_pos_x: Option<i32>§offset_pos_y: Option<i32>§offset_pos_z: Option<i32>§offset_angle_x: Option<i32>§offset_angle_y: Option<i32>§offset_angle_z: Option<i32>§camera_distance: Option<i32>§camera_min_distance: Option<i32>§camera_right_pos: Option<i32>§camera_left_pos: Option<i32>§camera_combat_angle_offset_x: Option<i32>§camera_combat_angle_offset_y: Option<i32>§camera_combat_angle_offset_z: Option<i32>§camera_combat_distance: Option<i32>§camera_hang_angle_offset_x: Option<i32>§camera_hang_angle_offset_y: Option<i32>§camera_hang_angle_offset_z: Option<i32>§camera_hang_distance: Option<i32>§camera_rope_max_vel: Option<i32>§camera_rope_angle_offset_x: Option<i32>§camera_rope_angle_offset_y: Option<i32>§camera_rope_angle_offset_z: Option<i32>§camera_rope_distance: Option<i32>§camera_rope_above_angle_offset_x: Option<i32>§camera_rope_above_angle_offset_y: Option<i32>§camera_rope_above_angle_offset_z: Option<i32>§camera_rope_above_distance: Option<i32>§camera_rope_above_aim_x: Option<i32>§camera_rope_above_aim_y: Option<i32>§camera_rope_above_aim_z: Option<i32>§camera_rope_below_angle_offset_x: Option<i32>§camera_rope_below_angle_offset_y: Option<i32>§camera_rope_below_angle_offset_z: Option<i32>§camera_rope_below_distance: Option<i32>§camera_rope_below_aim_x: Option<i32>§camera_rope_below_aim_y: Option<i32>§camera_rope_below_aim_z: Option<i32>§camera_debug_angle_offset_x: Option<i32>§camera_debug_angle_offset_y: Option<i32>§camera_debug_angle_offset_z: Option<i32>§camera_debug_distance: Option<i32>§max_x_angle: Option<i32>§min_x_angle: Option<i32>§max_vel: Option<i32>§max_y_vel: Option<i32>§max_acc: Option<i32>§player_control_x_inc: Option<i32>§player_control_y_inc: Option<i32>§glide_x: Option<f32>§glide_y: Option<f32>§glide_z: Option<f32>§glide_angle_x: Option<f32>§glide_angle_y: Option<f32>§glide_angle_z: Option<f32>§cam_prox_up: Option<f32>Trait Implementations§
Source§impl Clone for CameraSettings
impl Clone for CameraSettings
Source§impl Debug for CameraSettings
impl Debug for CameraSettings
Source§impl Default for CameraSettings
impl Default for CameraSettings
Source§impl PartialEq for CameraSettings
impl PartialEq for CameraSettings
Source§impl Serialize for CameraSettings
impl Serialize for CameraSettings
impl StructuralPartialEq for CameraSettings
Auto Trait Implementations§
impl Freeze for CameraSettings
impl RefUnwindSafe for CameraSettings
impl Send for CameraSettings
impl Sync for CameraSettings
impl Unpin for CameraSettings
impl UnsafeUnpin for CameraSettings
impl UnwindSafe for CameraSettings
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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§impl<T> Pointable for T
impl<T> Pointable for T
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U: FromObjRef<T>,
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Convert this type into
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