#[repr(C, packed(4))]pub struct VR_INFO_RUNTIME_DATA {Show 50 fields
pub sleepSeconds: u32,
pub unkFE4: 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 playerMapMarker: ObjectRefHandle,
pub pad1024: u32,
pub playerMarkerPath: *mut TeleportPath,
pub skillTrainingsThisLevel: u32,
pub unk1034: u32,
pub defaultClass: *mut TESClass,
pub unk1040: u64,
pub crimeCounts: [u32; 7],
pub unk964: u32,
pub pendingPoison: *mut AlchemyItem,
pub lastPlayingTimeUpdate: i64,
pub totalPlayingTime: i64,
pub characterSeed: i32,
pub unk984: u32,
pub lastKnownGoodLocation: *mut TESForm,
pub unk990: u32,
pub unk994: u32,
pub firstPersonLight: NiPointer<BSLight>,
pub thirdPersonLight: NiPointer<BSLight>,
pub dropAngleMod: f32,
pub lastDropAngleMod: f32,
pub skills: *mut PlayerSkills,
pub autoAimActor: ActorHandle,
pub unk9BC: RefHandle,
pub unk9C0: 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 unk111C: u32,
}Fields§
§sleepSeconds: u32§unkFE4: 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§playerMapMarker: ObjectRefHandle§pad1024: u32§playerMarkerPath: *mut TeleportPath§skillTrainingsThisLevel: u32§unk1034: u32§defaultClass: *mut TESClass§unk1040: u64§crimeCounts: [u32; 7]§unk964: u32§pendingPoison: *mut AlchemyItem§lastPlayingTimeUpdate: i64§totalPlayingTime: i64§characterSeed: i32§unk984: u32§lastKnownGoodLocation: *mut TESForm§unk990: u32§unk994: u32§firstPersonLight: NiPointer<BSLight>§thirdPersonLight: NiPointer<BSLight>§dropAngleMod: f32§lastDropAngleMod: f32§skills: *mut PlayerSkills§autoAimActor: ActorHandle§unk9BC: RefHandle§unk9C0: 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§unk111C: u32Auto Trait Implementations§
impl Freeze for VR_INFO_RUNTIME_DATA
impl RefUnwindSafe for VR_INFO_RUNTIME_DATA
impl !Send for VR_INFO_RUNTIME_DATA
impl !Sync for VR_INFO_RUNTIME_DATA
impl Unpin for VR_INFO_RUNTIME_DATA
impl UnwindSafe for VR_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