Struct s2protocol::versions::protocol87702::bit_packed::GameSLobbySlot
source · pub struct GameSLobbySlot {Show 32 fields
pub m_control: GameTControlId,
pub m_user_id: Option<TUserId>,
pub m_team_id: GameTTeamId,
pub m_color_pref: GameTColorPreference,
pub m_race_pref: TRacePreference,
pub m_difficulty: GameTDifficulty,
pub m_ai_build: GameTaiBuild,
pub m_handicap: GameTHandicap,
pub m_observe: EObserve,
pub m_logo_index: GameTPlayerLogoIndex,
pub m_hero: CHeroHandle,
pub m_skin: CSkinHandle,
pub m_mount: CMountHandle,
pub m_artifacts: GameCArtifactArray,
pub m_working_set_slot_id: Option<Uint8>,
pub m_rewards: GameCRewardArray,
pub m_toon_handle: CToonHandle,
pub m_licenses: GameCLicenseArray,
pub m_tandem_leader_id: Option<TUserId>,
pub m_commander: CCommanderHandle,
pub m_commander_level: Uint32,
pub m_has_silence_penalty: bool,
pub m_tandem_id: Option<TUserId>,
pub m_commander_mastery_level: Uint32,
pub m_commander_mastery_talents: GameCCommanderMasteryTalentArray,
pub m_trophy_id: Uint32,
pub m_reward_overrides: GameCRewardOverrideArray,
pub m_brutal_plus_difficulty: Uint32,
pub m_retry_mutation_indexes: GameCRetryMutationIndexArray,
pub m_a_c_enemy_race: Uint32,
pub m_a_c_enemy_wave_type: Uint32,
pub m_selected_commander_prestige: Uint32,
}
Fields§
§m_control: GameTControlId
§m_user_id: Option<TUserId>
§m_team_id: GameTTeamId
§m_color_pref: GameTColorPreference
§m_race_pref: TRacePreference
§m_difficulty: GameTDifficulty
§m_ai_build: GameTaiBuild
§m_handicap: GameTHandicap
§m_observe: EObserve
§m_logo_index: GameTPlayerLogoIndex
§m_hero: CHeroHandle
§m_skin: CSkinHandle
§m_mount: CMountHandle
§m_artifacts: GameCArtifactArray
§m_working_set_slot_id: Option<Uint8>
§m_rewards: GameCRewardArray
§m_toon_handle: CToonHandle
§m_licenses: GameCLicenseArray
§m_tandem_leader_id: Option<TUserId>
§m_commander: CCommanderHandle
§m_commander_level: Uint32
§m_has_silence_penalty: bool
§m_tandem_id: Option<TUserId>
§m_commander_mastery_level: Uint32
§m_commander_mastery_talents: GameCCommanderMasteryTalentArray
§m_trophy_id: Uint32
§m_reward_overrides: GameCRewardOverrideArray
§m_brutal_plus_difficulty: Uint32
§m_retry_mutation_indexes: GameCRetryMutationIndexArray
§m_a_c_enemy_race: Uint32
§m_a_c_enemy_wave_type: Uint32
§m_selected_commander_prestige: Uint32
Implementations§
source§impl GameSLobbySlot
impl GameSLobbySlot
pub fn parse_m_control( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameTControlId>
pub fn parse_m_user_id( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Option<TUserId>>
pub fn parse_m_team_id( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameTTeamId>
pub fn parse_m_color_pref( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameTColorPreference>
pub fn parse_m_race_pref( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), TRacePreference>
pub fn parse_m_difficulty( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameTDifficulty>
pub fn parse_m_ai_build( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameTaiBuild>
pub fn parse_m_handicap( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameTHandicap>
pub fn parse_m_observe( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), EObserve>
pub fn parse_m_logo_index( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameTPlayerLogoIndex>
pub fn parse_m_hero( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), CHeroHandle>
pub fn parse_m_skin( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), CSkinHandle>
pub fn parse_m_mount( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), CMountHandle>
pub fn parse_m_artifacts( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameCArtifactArray>
pub fn parse_m_working_set_slot_id( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Option<Uint8>>
pub fn parse_m_rewards( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameCRewardArray>
pub fn parse_m_toon_handle( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), CToonHandle>
pub fn parse_m_licenses( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameCLicenseArray>
pub fn parse_m_tandem_leader_id( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Option<TUserId>>
pub fn parse_m_commander( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), CCommanderHandle>
pub fn parse_m_commander_level( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>
pub fn parse_m_has_silence_penalty( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), bool>
pub fn parse_m_tandem_id( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Option<TUserId>>
pub fn parse_m_commander_mastery_level( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>
pub fn parse_m_commander_mastery_talents( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameCCommanderMasteryTalentArray>
pub fn parse_m_trophy_id( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>
pub fn parse_m_reward_overrides( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameCRewardOverrideArray>
pub fn parse_m_brutal_plus_difficulty( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>
pub fn parse_m_retry_mutation_indexes( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), GameCRetryMutationIndexArray>
pub fn parse_m_a_c_enemy_race( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>
pub fn parse_m_a_c_enemy_wave_type( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>
pub fn parse_m_selected_commander_prestige( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>
pub fn parse(input: (&[u8], usize)) -> S2ProtoResult<(&[u8], usize), Self>
Trait Implementations§
source§impl Clone for GameSLobbySlot
impl Clone for GameSLobbySlot
source§fn clone(&self) -> GameSLobbySlot
fn clone(&self) -> GameSLobbySlot
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 Debug for GameSLobbySlot
impl Debug for GameSLobbySlot
source§impl PartialEq for GameSLobbySlot
impl PartialEq for GameSLobbySlot
source§fn eq(&self, other: &GameSLobbySlot) -> bool
fn eq(&self, other: &GameSLobbySlot) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.source§impl TryFrom<GameSLobbySlot> for LobbySlot
impl TryFrom<GameSLobbySlot> for LobbySlot
§type Error = S2ProtocolError
type Error = S2ProtocolError
The type returned in the event of a conversion error.
impl StructuralPartialEq for GameSLobbySlot
Auto Trait Implementations§
impl RefUnwindSafe for GameSLobbySlot
impl Send for GameSLobbySlot
impl Sync for GameSLobbySlot
impl Unpin for GameSLobbySlot
impl UnwindSafe for GameSLobbySlot
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