pub struct GameSDetails {
Show 18 fields pub m_player_list: Option<GameCPlayerDetailsArray>, pub m_title: Vec<u8>, pub m_difficulty: Vec<u8>, pub m_thumbnail: GameSThumbnail, pub m_is_blizzard_map: bool, pub m_time_utc: Int64, pub m_time_local_offset: Int64, pub m_restart_as_transition_map: Option<bool>, pub m_disable_recover_game: bool, pub m_description: Vec<u8>, pub m_image_file_path: CFilePath, pub m_campaign_index: Uint8, pub m_map_file_name: CFilePath, pub m_cache_handles: Option<GameCCacheHandles>, pub m_mini_save: bool, pub m_game_speed: GameEGameSpeed, pub m_default_difficulty: GameTDifficulty, pub m_mod_paths: Option<GameCModPaths>,
}

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§m_player_list: Option<GameCPlayerDetailsArray>§m_title: Vec<u8>§m_difficulty: Vec<u8>§m_thumbnail: GameSThumbnail§m_is_blizzard_map: bool§m_time_utc: Int64§m_time_local_offset: Int64§m_restart_as_transition_map: Option<bool>§m_disable_recover_game: bool§m_description: Vec<u8>§m_image_file_path: CFilePath§m_campaign_index: Uint8§m_map_file_name: CFilePath§m_cache_handles: Option<GameCCacheHandles>§m_mini_save: bool§m_game_speed: GameEGameSpeed§m_default_difficulty: GameTDifficulty§m_mod_paths: Option<GameCModPaths>

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impl GameSDetails

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pub fn parse_m_player_list( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Option<GameCPlayerDetailsArray>>

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pub fn parse_m_title( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Vec<u8>>

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pub fn parse_m_difficulty( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Vec<u8>>

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pub fn parse_m_thumbnail( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameSThumbnail>

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pub fn parse_m_is_blizzard_map( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), bool>

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pub fn parse_m_time_utc( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Int64>

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pub fn parse_m_time_local_offset( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Int64>

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pub fn parse_m_restart_as_transition_map( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Option<bool>>

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pub fn parse_m_disable_recover_game( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), bool>

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pub fn parse_m_description( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Vec<u8>>

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pub fn parse_m_image_file_path( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), CFilePath>

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pub fn parse_m_campaign_index( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint8>

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pub fn parse_m_map_file_name( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), CFilePath>

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pub fn parse_m_cache_handles( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Option<GameCCacheHandles>>

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pub fn parse_m_mini_save( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), bool>

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pub fn parse_m_game_speed( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameEGameSpeed>

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pub fn parse_m_default_difficulty( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameTDifficulty>

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pub fn parse_m_mod_paths( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Option<GameCModPaths>>

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pub fn parse(input: (&[u8], usize)) -> S2ProtoResult<(&[u8], usize), Self>

Trait Implementations§

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impl Clone for GameSDetails

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fn clone(&self) -> GameSDetails

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GameSDetails

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for GameSDetails

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fn eq(&self, other: &GameSDetails) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for GameSDetails

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Gets the TypeId of self. Read more
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fn borrow(&self) -> &T

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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fn __clone_box(&self, _: Private) -> *mut ()

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type Output = T

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type Owned = T

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type Error = <U as TryFrom<T>>::Error

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