#[repr(C, packed(4))]pub struct INFO_RUNTIME_DATA {Show 49 fields
pub sleepSeconds: u32,
pub largeBiped: BSTSmartPointer<BipedAnim>,
pub firstPerson3D: NiPointer<NiNode>,
pub eyeHeight: f32,
pub greetTimer: f32,
pub encumberedTimer: f32,
pub powerAttackTimer: f32,
pub hoursToSleep: i32,
pub amountStolenSold: i32,
pub valueStolen: u32,
pub lastRiddenMount: ActorHandle,
pub lightTarget: ActorHandle,
pub sortActorDistanceTimer: f32,
pub sitHeadingDelta: f32,
pub playerMapMarker: ObjectRefHandle,
pub playerMarkerPath: *mut TeleportPath,
pub skillTrainingsThisLevel: u32,
pub unk064: u32,
pub defaultClass: *mut TESClass,
pub unk070: u64,
pub crimeCounts: [u32; 7],
pub unk094: u32,
pub pendingPoison: *mut AlchemyItem,
pub lastPlayingTimeUpdate: i64,
pub totalPlayingTime: i64,
pub characterSeed: i32,
pub unk0B4: u32,
pub lastKnownGoodLocation: *mut TESForm,
pub unk0C0: u32,
pub unk0C4: u32,
pub firstPersonLight: NiPointer<BSLight>,
pub thirdPersonLight: NiPointer<BSLight>,
pub dropAngleMod: f32,
pub lastDropAngleMod: f32,
pub skills: *mut PlayerSkills,
pub autoAimActor: ActorHandle,
pub unk0EC: RefHandle,
pub unk118: u64,
pub targeted3D: NiPointer<NiAVObject>,
pub combatGroup: *mut CombatGroup,
pub actorsToDisplayOnTheHUDArray: BSTArray<ActorHandle>,
pub advanceObject: *mut TESForm,
pub lastOneHandItems: [*mut TESBoundObject; 2],
pub teammateCount: u32,
pub combatTimer: f32,
pub yieldTimer: f32,
pub chaseTimer: f32,
pub drawSheatheSafetyTimer: f32,
pub unk14C: u32,
}
Fields§
§sleepSeconds: u32
§largeBiped: BSTSmartPointer<BipedAnim>
§firstPerson3D: NiPointer<NiNode>
§eyeHeight: f32
§greetTimer: f32
§encumberedTimer: f32
§powerAttackTimer: f32
§hoursToSleep: i32
§amountStolenSold: i32
§valueStolen: u32
§lastRiddenMount: ActorHandle
§lightTarget: ActorHandle
§sortActorDistanceTimer: f32
§sitHeadingDelta: f32
§playerMapMarker: ObjectRefHandle
§playerMarkerPath: *mut TeleportPath
§skillTrainingsThisLevel: u32
§unk064: u32
§defaultClass: *mut TESClass
§unk070: u64
§crimeCounts: [u32; 7]
§unk094: u32
§pendingPoison: *mut AlchemyItem
§lastPlayingTimeUpdate: i64
§totalPlayingTime: i64
§characterSeed: i32
§unk0B4: u32
§lastKnownGoodLocation: *mut TESForm
§unk0C0: u32
§unk0C4: u32
§firstPersonLight: NiPointer<BSLight>
§thirdPersonLight: NiPointer<BSLight>
§dropAngleMod: f32
§lastDropAngleMod: f32
§skills: *mut PlayerSkills
§autoAimActor: ActorHandle
§unk0EC: RefHandle
§unk118: u64
§targeted3D: NiPointer<NiAVObject>
§combatGroup: *mut CombatGroup
§actorsToDisplayOnTheHUDArray: BSTArray<ActorHandle>
§advanceObject: *mut TESForm
§lastOneHandItems: [*mut TESBoundObject; 2]
§teammateCount: u32
§combatTimer: f32
§yieldTimer: f32
§chaseTimer: f32
§drawSheatheSafetyTimer: f32
§unk14C: u32
Auto Trait Implementations§
impl Freeze for INFO_RUNTIME_DATA
impl RefUnwindSafe for INFO_RUNTIME_DATA
impl !Send for INFO_RUNTIME_DATA
impl !Sync for INFO_RUNTIME_DATA
impl Unpin for INFO_RUNTIME_DATA
impl UnwindSafe for INFO_RUNTIME_DATA
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more