pub struct AreMiniGamePlayer {Show 19 fields
pub vehicle: AreMiniGameVehicle,
pub camera: ResRef,
pub camera_rotate: bool,
pub minimum_speed: f32,
pub maximum_speed: f32,
pub accel_secs: f32,
pub tunnel_x_pos: f32,
pub tunnel_x_neg: f32,
pub tunnel_y_pos: f32,
pub tunnel_y_neg: f32,
pub tunnel_z_pos: f32,
pub tunnel_z_neg: f32,
pub tunnel_infinite: [f32; 3],
pub start_offset_x: f32,
pub start_offset_y: f32,
pub start_offset_z: f32,
pub target_offset_x: f32,
pub target_offset_y: f32,
pub target_offset_z: f32,
}Expand description
Typed view over the MiniGame.Player sub-struct.
Fields§
§vehicle: AreMiniGameVehicleThe vehicle fields shared with every enemy.
camera: ResRefCamera resref (Camera) - only used for turret type (type 2).
camera_rotate: boolCamera rotation flag (CameraRotate).
minimum_speed: f32Lower speed bound (Minimum_Speed).
Default -1.0, a sentinel: the engine applies the value only when it
is at or above zero, so a negative bound leaves the constructed one.
maximum_speed: f32Upper speed bound (Maximum_Speed), default 100.0.
Gated the same way as Self::minimum_speed, which for a default of
100.0 means the gate never rejects it.
accel_secs: f32Seconds to accelerate across the speed range (Accel_Secs).
The engine keeps only the acceleration it derives from this and the
two speed bounds, never the field itself, and the derivation has three
branches: exactly 0.0 gives the full speed range as the rate, a
negative value skips the derivation, and anything else divides the
range by it. The view models the file’s value, since that is what the
file holds and what a caller edits.
tunnel_x_pos: f32Positive-X track boundary (TunnelXPos).
tunnel_x_neg: f32Negative-X track boundary (TunnelXNeg).
tunnel_y_pos: f32Positive-Y track boundary (TunnelYPos).
tunnel_y_neg: f32Negative-Y track boundary (TunnelYNeg).
tunnel_z_pos: f32Positive-Z track boundary (TunnelZPos).
tunnel_z_neg: f32Negative-Z track boundary (TunnelZNeg).
tunnel_infinite: [f32; 3]Per-axis flags for an unbounded tunnel (TunnelInfinite).
A GFF vector rather than three floats, unlike the bounds it modifies.
start_offset_x: f32Start position X offset (Start_Offset_X).
The engine assembles the three into one vector and feeds it to the vehicle’s origin. They stay three fields here because that is how the file stores them.
start_offset_y: f32Start position Y offset (Start_Offset_Y).
start_offset_z: f32Start position Z offset (Start_Offset_Z).
target_offset_x: f32Camera target X offset (Target_Offset_X).
Three independent floats, and not assembled into a vector the way the start offsets are.
target_offset_y: f32Camera target Y offset (Target_Offset_Y).
target_offset_z: f32Camera target Z offset (Target_Offset_Z).
Trait Implementations§
Source§impl Clone for AreMiniGamePlayer
impl Clone for AreMiniGamePlayer
Source§fn clone(&self) -> AreMiniGamePlayer
fn clone(&self) -> AreMiniGamePlayer
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for AreMiniGamePlayer
impl Debug for AreMiniGamePlayer
Source§impl Default for AreMiniGamePlayer
impl Default for AreMiniGamePlayer
Source§impl PartialEq for AreMiniGamePlayer
impl PartialEq for AreMiniGamePlayer
Source§fn eq(&self, other: &AreMiniGamePlayer) -> bool
fn eq(&self, other: &AreMiniGamePlayer) -> bool
self and other values to be equal, and is used by ==.