pub struct PropPhysicsMultiplayer<'a> {Show 40 fields
pub _minlight: Option<f32>,
pub angles: Angles,
pub body: bool,
pub damagetoenablemotion: Option<i32>,
pub damagetype: bool,
pub disablereceiveshadows: bool,
pub disableshadows: bool,
pub explodedamage: bool,
pub exploderadius: bool,
pub fademaxdist: Option<u16>,
pub fademindist: i32,
pub fadescale: Option<f32>,
pub forcetoenablemotion: Option<f32>,
pub health: bool,
pub inertiascale: f32,
pub massscale: Option<f32>,
pub maxdxlevel: bool,
pub mindxlevel: bool,
pub minhealthdmg: Option<u8>,
pub model: &'a str,
pub multiplayer_physics_mode: bool,
pub nodamageforces: bool,
pub onawakened: Option<&'a str>,
pub onbreak: Option<&'a str>,
pub onhealthchanged: Option<&'a str>,
pub onmotionenabled: Option<&'a str>,
pub origin: Vector,
pub performancemode: bool,
pub physdamagescale: f32,
pub physicsmode: Option<i32>,
pub pressuredelay: bool,
pub renderamt: Option<u8>,
pub rendercolor: Option<Color>,
pub renderfx: bool,
pub rendermode: bool,
pub shadowcastdist: bool,
pub skin: Option<u8>,
pub solid: Option<u8>,
pub spawnflags: u32,
pub targetname: Option<&'a str>,
}Fields§
§_minlight: Option<f32>§angles: Angles§body: bool§damagetoenablemotion: Option<i32>§damagetype: bool§disablereceiveshadows: bool§disableshadows: bool§explodedamage: bool§exploderadius: bool§fademaxdist: Option<u16>§fademindist: i32§fadescale: Option<f32>§forcetoenablemotion: Option<f32>§health: bool§inertiascale: f32§massscale: Option<f32>§maxdxlevel: bool§mindxlevel: bool§minhealthdmg: Option<u8>§model: &'a str§multiplayer_physics_mode: bool§nodamageforces: bool§onawakened: Option<&'a str>§onbreak: Option<&'a str>§onhealthchanged: Option<&'a str>§onmotionenabled: Option<&'a str>§origin: Vector§performancemode: bool§physdamagescale: f32§physicsmode: Option<i32>§pressuredelay: bool§renderamt: Option<u8>§rendercolor: Option<Color>§renderfx: bool§rendermode: bool§shadowcastdist: bool§skin: Option<u8>§solid: Option<u8>§spawnflags: u32§targetname: Option<&'a str>Trait Implementations§
Source§impl<'a> Clone for PropPhysicsMultiplayer<'a>
impl<'a> Clone for PropPhysicsMultiplayer<'a>
Source§fn clone(&self) -> PropPhysicsMultiplayer<'a>
fn clone(&self) -> PropPhysicsMultiplayer<'a>
Returns a duplicate 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 PropPhysicsMultiplayer<'a>
impl<'a> Debug for PropPhysicsMultiplayer<'a>
Source§impl<'de: 'a, 'a> Deserialize<'de> for PropPhysicsMultiplayer<'a>
impl<'de: 'a, 'a> Deserialize<'de> for PropPhysicsMultiplayer<'a>
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
Auto Trait Implementations§
impl<'a> Freeze for PropPhysicsMultiplayer<'a>
impl<'a> RefUnwindSafe for PropPhysicsMultiplayer<'a>
impl<'a> Send for PropPhysicsMultiplayer<'a>
impl<'a> Sync for PropPhysicsMultiplayer<'a>
impl<'a> Unpin for PropPhysicsMultiplayer<'a>
impl<'a> UnwindSafe for PropPhysicsMultiplayer<'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