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AreMiniGame

Struct AreMiniGame 

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pub struct AreMiniGame {
Show 15 fields pub mini_game_type: u32, pub movement_per_sec: f32, pub lateral_accel: f32, pub bump_plane: u32, pub do_bumping: bool, pub use_inertia: bool, pub dof: u32, pub music: ResRef, pub far_clip: f32, pub near_clip: f32, pub camera_view_angle: f32, pub player: Option<AreMiniGamePlayer>, pub mouse: Option<AreMiniGameMouse>, pub enemies: Vec<AreMiniGameEnemy>, pub obstacles: Vec<AreMiniGameObstacle>,
}
Expand description

Typed view over the ARE MiniGame nested struct.

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§mini_game_type: u32

Mini-game type (Type): 1 = swoop, 2 = turret.

§movement_per_sec: f32

Movement speed (MovementPerSec).

§lateral_accel: f32

Lateral acceleration (LateralAccel).

§bump_plane: u32

Bump plane index (Bump_Plane).

§do_bumping: bool

Bumping enabled (DoBumping).

§use_inertia: bool

Inertia enabled (UseInertia).

§dof: u32

Degrees of freedom (DOF).

§music: ResRef

Music resref (Music).

§far_clip: f32

Far clip distance (Far_Clip).

§near_clip: f32

Near clip distance (Near_Clip).

§camera_view_angle: f32

Camera view angle (CameraViewAngle).

§player: Option<AreMiniGamePlayer>

Player sub-struct (Player).

§mouse: Option<AreMiniGameMouse>

Mouse axis settings (Mouse), when the area carries the struct.

A sibling of Player, not a child of it. One vanilla minigame area of four has it.

Option rather than a defaulted value, because presence and default are different questions for a struct. A default answers what the engine substitutes for an absent scalar; it says nothing about whether a nested struct exists. Materializing an all-zero Mouse for the three files without one and then writing it back would invent structure those files never had. MiniGame itself is an Option on Are for the same reason, so this matches the convention already in place rather than adding a second one.

What the engine does with an absent Mouse is untraced, which is the argument for Option rather than against it: preserving the file’s actual state invents nothing under that ignorance.

§enemies: Vec<AreMiniGameEnemy>

Enemy list (Enemies), a sibling of Player.

§obstacles: Vec<AreMiniGameObstacle>

Obstacle list (Obstacles), a sibling of Player.

Trait Implementations§

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impl Clone for AreMiniGame

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fn clone(&self) -> AreMiniGame

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

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

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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 Default for AreMiniGame

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl PartialEq for AreMiniGame

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

Tests for self and other values to be equal, and is used by ==.
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

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 AreMiniGame

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Az for T

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fn az<Dst>(self) -> Dst
where T: Cast<Dst>,

Casts the value.
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impl<T> Borrow<T> for T
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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<Src, Dst> CastFrom<Src> for Dst
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fn cast_from(src: Src) -> Dst

Casts the value.
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fn checked_as<Dst>(self) -> Option<Dst>
where T: CheckedCast<Dst>,

Casts the value.
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fn checked_cast_from(src: Src) -> Option<Dst>

Casts the value.
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where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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Casts the value.
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where T: SaturatingCast<Dst>,

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fn saturating_cast_from(src: Src) -> Dst

Casts the value.
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where T: StrictCast<Dst>,

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Casts the value.
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type Owned = T

The resulting type after obtaining ownership.
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