pub struct PlayerLoadout<'a> {
pub _tab: Table<'a>,
}
Fields§
§_tab: Table<'a>
Implementations§
Source§impl<'a> PlayerLoadout<'a>
impl<'a> PlayerLoadout<'a>
pub const VT_TEAMCOLORID: VOffsetT = 4i16
pub const VT_CUSTOMCOLORID: VOffsetT = 6i16
pub const VT_CARID: VOffsetT = 8i16
pub const VT_DECALID: VOffsetT = 10i16
pub const VT_WHEELSID: VOffsetT = 12i16
pub const VT_BOOSTID: VOffsetT = 14i16
pub const VT_ANTENNAID: VOffsetT = 16i16
pub const VT_HATID: VOffsetT = 18i16
pub const VT_PAINTFINISHID: VOffsetT = 20i16
pub const VT_CUSTOMFINISHID: VOffsetT = 22i16
pub const VT_ENGINEAUDIOID: VOffsetT = 24i16
pub const VT_TRAILSID: VOffsetT = 26i16
pub const VT_GOALEXPLOSIONID: VOffsetT = 28i16
pub const VT_LOADOUTPAINT: VOffsetT = 30i16
pub fn init_from_table(table: Table<'a>) -> Self
pub fn create<'bldr: 'args, 'args: 'mut_bldr, 'mut_bldr>( _fbb: &'mut_bldr mut FlatBufferBuilder<'bldr>, args: &'args PlayerLoadoutArgs<'args>, ) -> WIPOffset<PlayerLoadout<'bldr>>
pub fn teamColorId(&self) -> i32
pub fn customColorId(&self) -> i32
pub fn carId(&self) -> i32
pub fn decalId(&self) -> i32
pub fn wheelsId(&self) -> i32
pub fn boostId(&self) -> i32
pub fn antennaId(&self) -> i32
pub fn hatId(&self) -> i32
pub fn paintFinishId(&self) -> i32
pub fn customFinishId(&self) -> i32
pub fn engineAudioId(&self) -> i32
pub fn trailsId(&self) -> i32
pub fn goalExplosionId(&self) -> i32
pub fn loadoutPaint(&self) -> Option<LoadoutPaint<'a>>
Trait Implementations§
Source§impl<'a> Clone for PlayerLoadout<'a>
impl<'a> Clone for PlayerLoadout<'a>
Source§fn clone(&self) -> PlayerLoadout<'a>
fn clone(&self) -> PlayerLoadout<'a>
Returns a copy of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read moreSource§impl<'a> Debug for PlayerLoadout<'a>
impl<'a> Debug for PlayerLoadout<'a>
Source§impl<'a> Follow<'a> for PlayerLoadout<'a>
impl<'a> Follow<'a> for PlayerLoadout<'a>
Source§impl<'a> PartialEq for PlayerLoadout<'a>
impl<'a> PartialEq for PlayerLoadout<'a>
impl<'a> Copy for PlayerLoadout<'a>
impl<'a> StructuralPartialEq for PlayerLoadout<'a>
Auto Trait Implementations§
impl<'a> Freeze for PlayerLoadout<'a>
impl<'a> RefUnwindSafe for PlayerLoadout<'a>
impl<'a> Send for PlayerLoadout<'a>
impl<'a> Sync for PlayerLoadout<'a>
impl<'a> Unpin for PlayerLoadout<'a>
impl<'a> UnwindSafe for PlayerLoadout<'a>
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<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
Source§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct
self
from the equivalent element of its
superset. Read moreSource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if
self
is actually part of its subset T
(and can be converted to it).Source§unsafe fn to_subset_unchecked(&self) -> SS
unsafe fn to_subset_unchecked(&self) -> SS
Use with care! Same as
self.to_subset
but without any property checks. Always succeeds.Source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self
to the equivalent element of its superset.