Struct veloren_common::resources::PlayerPhysicsSetting

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pub struct PlayerPhysicsSetting {
    pub client_optin: bool,
}

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§client_optin: bool

true if the client wants server-authoratative physics (e.g. to use airships properly)

Implementations§

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impl PlayerPhysicsSetting

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pub fn server_authoritative_physics_optin(&self) -> bool

Indicates that the client wants to use server authoritative physics

NOTE: This is not the only source used to determine whether a client should use server authoritative physics, make sure to also check ServerPhysicsForceList on the server.

Trait Implementations§

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impl Clone for PlayerPhysicsSetting

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fn clone(&self) -> PlayerPhysicsSetting

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

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

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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 PlayerPhysicsSetting

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fn default() -> PlayerPhysicsSetting

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

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

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for PlayerPhysicsSetting

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impl Eq for PlayerPhysicsSetting

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impl StructuralPartialEq for PlayerPhysicsSetting

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