#[repr(C)]
pub struct status_icon_flags { pub _bitfield_align_1: [u8; 0], pub _bitfield_1: __BindgenBitfieldUnit<[u8; 5]>, pub field_0x5: undefined, pub field_0x6: undefined, pub field_0x7: undefined, }

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§_bitfield_align_1: [u8; 0]§_bitfield_1: __BindgenBitfieldUnit<[u8; 5]>§field_0x5: undefined§field_0x6: undefined§field_0x7: undefined

Implementations§

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impl status_icon_flags

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pub fn f_sleepless(&self) -> bool_

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

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pub fn f_burn(&self) -> bool_

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

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pub fn f_poison(&self) -> bool_

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

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pub fn f_toxic(&self) -> bool_

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

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pub fn f_confused(&self) -> bool_

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

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pub fn f_cowering(&self) -> bool_

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

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pub fn f_taunt(&self) -> bool_

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

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pub fn f_encore(&self) -> bool_

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

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pub fn f_reflect(&self) -> bool_

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

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pub fn f_safeguard(&self) -> bool_

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

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pub fn f_light_screen(&self) -> bool_

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

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pub fn f_protect(&self) -> bool_

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

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pub fn f_endure(&self) -> bool_

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

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pub fn f_low_hp(&self) -> bool_

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

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pub fn f_curse(&self) -> bool_

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

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pub fn f_embargo(&self) -> bool_

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

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pub fn f_sure_shot(&self) -> bool_

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

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pub fn f_whiffer(&self) -> bool_

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

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pub fn f_set_damage(&self) -> bool_

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

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pub fn f_focus_energy(&self) -> bool_

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

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pub fn f_blinded(&self) -> bool_

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

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pub fn f_cross_eyed(&self) -> bool_

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

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pub fn f_eyedrops(&self) -> bool_

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

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pub fn f_muzzled(&self) -> bool_

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

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pub fn f_grudge(&self) -> bool_

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

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pub fn f_exposed(&self) -> bool_

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

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pub fn f_sleep(&self) -> bool_

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

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pub fn f_lowered_stat(&self) -> bool_

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

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pub fn f_heal_block(&self) -> bool_

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

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pub fn f_miracle_eye(&self) -> bool_

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

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pub fn f_red_exclamation_mark(&self) -> bool_

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

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pub fn f_magnet_rise(&self) -> bool_

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

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pub fn f_freeze(&self) -> bool_

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

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pub fn flags_unk2(&self) -> u8

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pub fn set_flags_unk2(&mut self, val: u8)

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pub fn new_bitfield_1( f_sleepless: bool_, f_burn: bool_, f_poison: bool_, f_toxic: bool_, f_confused: bool_, f_cowering: bool_, f_taunt: bool_, f_encore: bool_, f_reflect: bool_, f_safeguard: bool_, f_light_screen: bool_, f_protect: bool_, f_endure: bool_, f_low_hp: bool_, f_curse: bool_, f_embargo: bool_, f_sure_shot: bool_, f_whiffer: bool_, f_set_damage: bool_, f_focus_energy: bool_, f_blinded: bool_, f_cross_eyed: bool_, f_eyedrops: bool_, f_muzzled: bool_, f_grudge: bool_, f_exposed: bool_, f_sleep: bool_, f_lowered_stat: bool_, f_heal_block: bool_, f_miracle_eye: bool_, f_red_exclamation_mark: bool_, f_magnet_rise: bool_, f_freeze: bool_, flags_unk2: u8 ) -> __BindgenBitfieldUnit<[u8; 5]>

Auto Trait Implementations§

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impl RefUnwindSafe for status_icon_flags

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impl Send for status_icon_flags

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impl Sync for status_icon_flags

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impl Unpin for status_icon_flags

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impl UnwindSafe for status_icon_flags

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impl<T> Any for Twhere T: 'static + ?Sized,

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