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AreMiniGamePlayer

Struct AreMiniGamePlayer 

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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: AreMiniGameVehicle

The vehicle fields shared with every enemy.

§camera: ResRef

Camera resref (Camera) - only used for turret type (type 2).

§camera_rotate: bool

Camera rotation flag (CameraRotate).

§minimum_speed: f32

Lower 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: f32

Upper 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: f32

Seconds 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: f32

Positive-X track boundary (TunnelXPos).

§tunnel_x_neg: f32

Negative-X track boundary (TunnelXNeg).

§tunnel_y_pos: f32

Positive-Y track boundary (TunnelYPos).

§tunnel_y_neg: f32

Negative-Y track boundary (TunnelYNeg).

§tunnel_z_pos: f32

Positive-Z track boundary (TunnelZPos).

§tunnel_z_neg: f32

Negative-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: f32

Start 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: f32

Start position Y offset (Start_Offset_Y).

§start_offset_z: f32

Start position Z offset (Start_Offset_Z).

§target_offset_x: f32

Camera target X offset (Target_Offset_X).

Three independent floats, and not assembled into a vector the way the start offsets are.

§target_offset_y: f32

Camera target Y offset (Target_Offset_Y).

§target_offset_z: f32

Camera target Z offset (Target_Offset_Z).

Trait Implementations§

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impl Clone for AreMiniGamePlayer

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fn clone(&self) -> AreMiniGamePlayer

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 AreMiniGamePlayer

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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 AreMiniGamePlayer

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fn default() -> Self

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

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fn eq(&self, other: &AreMiniGamePlayer) -> 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 AreMiniGamePlayer

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

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Gets the TypeId of self. Read more
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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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