pub struct FrameEventsState {
pub active_demos: Vec<DemoEventSample>,
pub demo_events: Vec<DemolishInfo>,
pub boost_pad_events: Vec<BoostPadEvent>,
pub touch_events: Vec<TouchEvent>,
pub dodge_refreshed_counter_available: bool,
pub dodge_refreshed_events: Vec<DodgeRefreshedEvent>,
pub player_stat_events: Vec<PlayerStatEvent>,
pub goal_events: Vec<GoalEvent>,
}Expand description
Per-frame discrete game events extracted from the replay.
Fields§
§active_demos: Vec<DemoEventSample>§demo_events: Vec<DemolishInfo>§boost_pad_events: Vec<BoostPadEvent>§touch_events: Vec<TouchEvent>§dodge_refreshed_counter_available: boolWhether the replay exposes the authoritative refreshed-dodge counter.
When this is present, flip-reset detection should prefer counter-derived dodge refreshes and avoid geometry fallback candidates.
dodge_refreshed_events: Vec<DodgeRefreshedEvent>§player_stat_events: Vec<PlayerStatEvent>§goal_events: Vec<GoalEvent>Trait Implementations§
Source§impl Clone for FrameEventsState
impl Clone for FrameEventsState
Source§impl Debug for FrameEventsState
impl Debug for FrameEventsState
Auto Trait Implementations§
impl Freeze for FrameEventsState
impl RefUnwindSafe for FrameEventsState
impl Send for FrameEventsState
impl Sync for FrameEventsState
impl Unpin for FrameEventsState
impl UnsafeUnpin for FrameEventsState
impl UnwindSafe for FrameEventsState
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