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AreMiniGameVehicle

Struct AreMiniGameVehicle 

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pub struct AreMiniGameVehicle {
    pub models: Vec<AreMiniGameModel>,
    pub track: ResRef,
    pub hit_points: u32,
    pub max_hps: u32,
    pub sphere_radius: f32,
    pub invince_period: f32,
    pub bump_damage: i32,
    pub num_loops: i32,
    pub scripts: AreMiniGameVehicleScripts,
    pub sounds: AreMiniGameSounds,
    pub gun_banks: Vec<AreMiniGameGunBank>,
}
Expand description

The fields the player vehicle and every enemy vehicle both carry.

The engine backs both with one class, CSWTrackFollower, and both CSWMiniPlayer::Load and CSWMiniEnemy::Load delegate to CSWTrackFollower::Load on an embedded sub-object before reading anything of their own. So the sharing here is a fact about the engine’s object graph, not a resemblance spotted between two field lists.

The distinction decides whether a shared base is worth having at all. One derived from the intersection of two field lists is a coincidence given a name, and it breaks the moment either side gains a field the other lacks. This one names a class the engine has, so a new field belongs either to that class or to one of the two subclasses, and the model has somewhere honest to put it either way.

Obstacles sit outside this entirely. CSWMGObstacle::Load reads a name and a scripts struct, with no lifecycle, weapon or track data at all.

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§models: Vec<AreMiniGameModel>

Model list (Models).

§track: ResRef

Track resref (Track) the vehicle follows.

§hit_points: u32

Current hit points (Hit_Points).

The engine applies the file’s value only when it is greater than zero. A zero or absent value leaves whatever the object was constructed with, so zero here means “engine decides”, not “starts dead”.

§max_hps: u32

Maximum hit points (Max_HPs), gated the same way as Self::hit_points.

§sphere_radius: f32

Collision sphere radius (Sphere_Radius).

Default -1.0, which the engine reads as a sentinel: it applies the value only when it is at or above zero, so a negative radius means the constructed default stands.

§invince_period: f32

Invulnerability window in seconds after a hit (Invince_Period).

§bump_damage: i32

Damage dealt to whatever this vehicle bumps into (Bump_Damage).

§num_loops: i32

Number of times the vehicle loops its track (Num_Loops).

Default -10, a sentinel the engine passes through to a virtual setter whose own handling of it was not traced. Vanilla writes -1 for every enemy, which is a different sentinel again.

§scripts: AreMiniGameVehicleScripts

Script slots (Scripts).

Not an Option despite being a nested struct, unlike AreMiniGame::mouse. The engine’s read here is traced and provably indifferent: an absent Scripts and one holding nothing but empty resrefs leave the object in the same state, because every slot is written whether or not the file supplied it. Materializing one invents a label but no behaviour. Once absent-value auditing can express “omit when equal to the audited default”, an all-empty Scripts is a candidate to stop being written at all.

§sounds: AreMiniGameSounds

Engine and destruction sounds (Sounds), on the same footing as Self::scripts.

§gun_banks: Vec<AreMiniGameGunBank>

Weapon hardpoints (Gun_Banks).

Trait Implementations§

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impl Clone for AreMiniGameVehicle

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fn clone(&self) -> AreMiniGameVehicle

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 AreMiniGameVehicle

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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 AreMiniGameVehicle

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fn default() -> Self

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

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

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