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§

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impl GameSLobbySlot

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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pub fn parse_m_commander_level( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>

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

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

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pub fn parse_m_commander_mastery_level( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>

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

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pub fn parse_m_trophy_id( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>

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

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pub fn parse_m_brutal_plus_difficulty( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>

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

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pub fn parse_m_a_c_enemy_race( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>

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pub fn parse_m_a_c_enemy_wave_type( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>

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pub fn parse_m_selected_commander_prestige( input: (&[u8], usize) ) -> S2ProtoResult<(&[u8], usize), Uint32>

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

Trait Implementations§

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impl Clone for GameSLobbySlot

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fn clone(&self) -> GameSLobbySlot

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 GameSLobbySlot

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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 GameSLobbySlot

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fn eq(&self, other: &GameSLobbySlot) -> 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 TryFrom<GameSLobbySlot> for LobbySlot

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type Error = S2ProtocolError

The type returned in the event of a conversion error.
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fn try_from(value: GameSLobbySlot) -> Result<Self, Self::Error>

Performs the conversion.
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impl StructuralPartialEq for GameSLobbySlot

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