Struct eos_rs::ffi::floor_properties
source · #[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,
}
Fields§
§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
§enemy_iq: i16
§iq_booster_value: i16
Implementations§
source§impl floor_properties
impl floor_properties
pub fn f_secondary_structures(&self) -> bool_
pub fn set_f_secondary_structures(&mut self, val: bool_)
pub fn room_flags_unk1(&self) -> u8
pub fn set_room_flags_unk1(&mut self, val: u8)
pub fn f_room_imperfections(&self) -> bool_
pub fn set_f_room_imperfections(&mut self, val: bool_)
pub fn room_flags_unk3(&self) -> u8
pub fn set_room_flags_unk3(&mut self, val: u8)
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§
impl RefUnwindSafe for floor_properties
impl Send for floor_properties
impl Sync for floor_properties
impl Unpin for floor_properties
impl UnwindSafe for floor_properties
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