#[repr(C)]
pub struct floor_properties {
Show 31 fields pub layout: floor_layout_8, pub room_density: i8, pub tileset: u8, pub music_table_idx: u8, pub weather: weather_id_8, pub floor_connectivity: u8, pub enemy_density: u8, pub kecleon_shop_spawn_chance: u8, pub monster_house_spawn_chance: u8, pub maze_room_chance: u8, pub sticky_item_chance: u8, pub allow_dead_ends: bool_, pub max_secondary_structures: u8, pub _bitfield_align_1: [u8; 0], pub _bitfield_1: __BindgenBitfieldUnit<[u8; 1]>, pub field_0xe: undefined, pub item_density: u8, pub trap_density: u8, pub floor_number: u8, pub fixed_room_id: fixed_room_id_8, pub extra_hallways: u8, pub buried_item_density: u8, pub secondary_terrain_density: u8, pub visibility_range: u8, pub max_money_amount_div_5: u8, pub shop_item_positions: shop_item_positions_8, pub itemless_monster_house_chance: u8, pub hidden_stairs_type: u8, pub hidden_stairs_spawn_chance: u8, pub enemy_iq: i16, pub iq_booster_value: i16,
}

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§layout: floor_layout_8§room_density: i8§tileset: u8§music_table_idx: u8§weather: weather_id_8§floor_connectivity: u8§enemy_density: u8§kecleon_shop_spawn_chance: u8§monster_house_spawn_chance: u8§maze_room_chance: u8§sticky_item_chance: u8§allow_dead_ends: bool_§max_secondary_structures: u8§_bitfield_align_1: [u8; 0]§_bitfield_1: __BindgenBitfieldUnit<[u8; 1]>§field_0xe: undefined§item_density: u8§trap_density: u8§floor_number: u8§fixed_room_id: fixed_room_id_8§extra_hallways: u8§buried_item_density: u8§secondary_terrain_density: u8§visibility_range: u8§max_money_amount_div_5: u8§shop_item_positions: shop_item_positions_8§itemless_monster_house_chance: u8§hidden_stairs_type: u8§hidden_stairs_spawn_chance: u8§enemy_iq: i16§iq_booster_value: i16

Implementations§

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impl floor_properties

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pub fn f_secondary_structures(&self) -> bool_

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pub fn set_f_secondary_structures(&mut self, val: bool_)

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pub fn room_flags_unk1(&self) -> u8

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pub fn set_room_flags_unk1(&mut self, val: u8)

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pub fn f_room_imperfections(&self) -> bool_

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pub fn set_f_room_imperfections(&mut self, val: bool_)

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pub fn room_flags_unk3(&self) -> u8

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pub fn set_room_flags_unk3(&mut self, val: u8)

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pub fn new_bitfield_1( f_secondary_structures: bool_, room_flags_unk1: u8, f_room_imperfections: bool_, room_flags_unk3: u8 ) -> __BindgenBitfieldUnit<[u8; 1]>

Auto Trait Implementations§

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impl RefUnwindSafe for floor_properties

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impl Send for floor_properties

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impl Sync for floor_properties

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impl Unpin for floor_properties

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impl UnwindSafe for floor_properties

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