flat

package
v0.0.3 Latest Latest
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Published: Dec 4, 2019 License: MIT Imports: 1 Imported by: 0

Documentation

Index

Constants

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const (
	BallBouncinessOptionDefault    = 0
	BallBouncinessOptionLow        = 1
	BallBouncinessOptionHigh       = 2
	BallBouncinessOptionSuper_High = 3
)
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const (
	BallMaxSpeedOptionDefault    = 0
	BallMaxSpeedOptionSlow       = 1
	BallMaxSpeedOptionFast       = 2
	BallMaxSpeedOptionSuper_Fast = 3
)
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const (
	BallSizeOptionDefault  = 0
	BallSizeOptionSmall    = 1
	BallSizeOptionLarge    = 2
	BallSizeOptionGigantic = 3
)
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const (
	BallTypeOptionDefault    = 0
	BallTypeOptionCube       = 1
	BallTypeOptionPuck       = 2
	BallTypeOptionBasketball = 3
)
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const (
	BallWeightOptionDefault     = 0
	BallWeightOptionLight       = 1
	BallWeightOptionHeavy       = 2
	BallWeightOptionSuper_Light = 3
)
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const (
	BoostOptionNormal_Boost    = 0
	BoostOptionUnlimited_Boost = 1
	BoostOptionSlow_Recharge   = 2
	BoostOptionRapid_Recharge  = 3
	BoostOptionNo_Boost        = 4
)
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const (
	BoostStrengthOptionOne         = 0
	BoostStrengthOptionOneAndAHalf = 1
	BoostStrengthOptionTwo         = 2
	BoostStrengthOptionTen         = 3
)
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const (
	CollisionShapeNONE          = 0
	CollisionShapeBoxShape      = 1
	CollisionShapeSphereShape   = 2
	CollisionShapeCylinderShape = 3
)
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const (
	DemolishOptionDefault       = 0
	DemolishOptionDisabled      = 1
	DemolishOptionFriendly_Fire = 2
	DemolishOptionOn_Contact    = 3
	DemolishOptionOn_Contact_FF = 4
)
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const (
	/// Restart the match if any match settings differ. This is the default because old RLBot always worked this way.
	ExistingMatchBehaviorRestart_If_Different = 0
	/// Always restart the match, even if config is identical
	ExistingMatchBehaviorRestart = 1
	/// Never restart an existing match, just try to remove or spawn cars to match the configuration.
	/// If we are not in the middle of a match, a match will be started. Handy for LAN matches.
	ExistingMatchBehaviorContinue_And_Spawn = 2
)
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const (
	GameMapDFHStadium            = 0
	GameMapMannfield             = 1
	GameMapChampionsField        = 2
	GameMapUrbanCentral          = 3
	GameMapBeckwithPark          = 4
	GameMapUtopiaColiseum        = 5
	GameMapWasteland             = 6
	GameMapNeoTokyo              = 7
	GameMapAquaDome              = 8
	GameMapStarbaseArc           = 9
	GameMapFarmstead             = 10
	GameMapSaltyShores           = 11
	GameMapDFHStadium_Stormy     = 12
	GameMapDFHStadium_Day        = 13
	GameMapMannfield_Stormy      = 14
	GameMapMannfield_Night       = 15
	GameMapChampionsField_Day    = 16
	GameMapBeckwithPark_Stormy   = 17
	GameMapBeckwithPark_Midnight = 18
	GameMapUrbanCentral_Night    = 19
	GameMapUrbanCentral_Dawn     = 20
	GameMapUtopiaColiseum_Dusk   = 21
	GameMapDFHStadium_Snowy      = 22
	GameMapMannfield_Snowy       = 23
	GameMapUtopiaColiseum_Snowy  = 24
	GameMapBadlands              = 25
	GameMapBadlands_Night        = 26
	GameMapTokyoUnderpass        = 27
	GameMapArctagon              = 28
	GameMapPillars               = 29
	GameMapCosmic                = 30
	GameMapDoubleGoal            = 31
	GameMapOctagon               = 32
	GameMapUnderpass             = 33
	GameMapUtopiaRetro           = 34
	GameMapHoops_DunkHouse       = 35
	GameMapDropShot_Core707      = 36
	GameMapThrowbackStadium      = 37
)
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const (
	GameModeSoccer   = 0
	GameModeHoops    = 1
	GameModeDropshot = 2
	GameModeHockey   = 3
	GameModeRumble   = 4
)
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const (
	GameSpeedOptionDefault   = 0
	GameSpeedOptionSlo_Mo    = 1
	GameSpeedOptionTime_Warp = 2
)
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const (
	GravityOptionDefault    = 0
	GravityOptionLow        = 1
	GravityOptionHigh       = 2
	GravityOptionSuper_High = 3
)
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const (
	MatchLengthFive_Minutes   = 0
	MatchLengthTen_Minutes    = 1
	MatchLengthTwenty_Minutes = 2
	MatchLengthUnlimited      = 3
)
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const (
	MaxScoreUnlimited   = 0
	MaxScoreOne_Goal    = 1
	MaxScoreThree_Goals = 2
	MaxScoreFive_Goals  = 3
)
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const (
	OvertimeOptionUnlimited            = 0
	OvertimeOptionFive_Max_First_Score = 1
	OvertimeOptionFive_Max_Random_Team = 2
)
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const (
	PlayerClassNONE                 = 0
	PlayerClassRLBotPlayer          = 1
	PlayerClassHumanPlayer          = 2
	PlayerClassPsyonixBotPlayer     = 3
	PlayerClassPartyMemberBotPlayer = 4
)
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const (
	QuickChatSelectionInformation_IGotIt      = 0
	QuickChatSelectionInformation_NeedBoost   = 1
	QuickChatSelectionInformation_TakeTheShot = 2
	QuickChatSelectionInformation_Defending   = 3
	QuickChatSelectionInformation_GoForIt     = 4
	QuickChatSelectionInformation_Centering   = 5
	QuickChatSelectionInformation_AllYours    = 6
	QuickChatSelectionInformation_InPosition  = 7
	QuickChatSelectionInformation_Incoming    = 8
	QuickChatSelectionCompliments_NiceShot    = 9
	QuickChatSelectionCompliments_GreatPass   = 10
	QuickChatSelectionCompliments_Thanks      = 11
	QuickChatSelectionCompliments_WhatASave   = 12
	QuickChatSelectionCompliments_NiceOne     = 13
	QuickChatSelectionCompliments_WhatAPlay   = 14
	QuickChatSelectionCompliments_GreatClear  = 15
	QuickChatSelectionCompliments_NiceBlock   = 16
	QuickChatSelectionReactions_OMG           = 17
	QuickChatSelectionReactions_Noooo         = 18
	QuickChatSelectionReactions_Wow           = 19
	QuickChatSelectionReactions_CloseOne      = 20
	QuickChatSelectionReactions_NoWay         = 21
	QuickChatSelectionReactions_HolyCow       = 22
	QuickChatSelectionReactions_Whew          = 23
	QuickChatSelectionReactions_Siiiick       = 24
	QuickChatSelectionReactions_Calculated    = 25
	QuickChatSelectionReactions_Savage        = 26
	QuickChatSelectionReactions_Okay          = 27
	QuickChatSelectionApologies_Cursing       = 28
	QuickChatSelectionApologies_NoProblem     = 29
	QuickChatSelectionApologies_Whoops        = 30
	QuickChatSelectionApologies_Sorry         = 31
	QuickChatSelectionApologies_MyBad         = 32
	QuickChatSelectionApologies_Oops          = 33
	QuickChatSelectionApologies_MyFault       = 34
	QuickChatSelectionPostGame_Gg             = 35
	QuickChatSelectionPostGame_WellPlayed     = 36
	QuickChatSelectionPostGame_ThatWasFun     = 37
	QuickChatSelectionPostGame_Rematch        = 38
	QuickChatSelectionPostGame_OneMoreGame    = 39
	QuickChatSelectionPostGame_WhatAGame      = 40
	QuickChatSelectionPostGame_NiceMoves      = 41
	QuickChatSelectionPostGame_EverybodyDance = 42
	/// Custom text chats made by bot makers
	QuickChatSelectionMaxPysonixQuickChatPresets = 43
	/// Waste of CPU cycles
	QuickChatSelectionCustom_Toxic_WasteCPU = 44
	/// Git gud*
	QuickChatSelectionCustom_Toxic_GitGut = 45
	/// De-Allocate Yourself
	QuickChatSelectionCustom_Toxic_DeAlloc = 46
	/// 404: Your skill not found
	QuickChatSelectionCustom_Toxic_404NoSkill = 47
	/// Get a virus
	QuickChatSelectionCustom_Toxic_CatchVirus = 48
	/// Passing!
	QuickChatSelectionCustom_Useful_Passing = 49
	/// Faking!
	QuickChatSelectionCustom_Useful_Faking = 50
	/// Demoing!
	QuickChatSelectionCustom_Useful_Demoing = 51
	/// BOOPING
	QuickChatSelectionCustom_Useful_Bumping = 52
	/// The chances of that was 47525 to 1*
	QuickChatSelectionCustom_Compliments_TinyChances = 53
	/// Who upped your skill level?
	QuickChatSelectionCustom_Compliments_SkillLevel = 54
	/// Your programmer should be proud
	QuickChatSelectionCustom_Compliments_proud = 55
	/// You're the GC of Bots
	QuickChatSelectionCustom_Compliments_GC = 56
	/// Are you <Insert Pro>Bot? *
	QuickChatSelectionCustom_Compliments_Pro = 57
)
View Source
const (
	RenderTypeDrawLine2D         = 1
	RenderTypeDrawLine3D         = 2
	RenderTypeDrawLine2D_3D      = 3
	RenderTypeDrawRect2D         = 4
	RenderTypeDrawRect3D         = 5
	RenderTypeDrawString2D       = 6
	RenderTypeDrawString3D       = 7
	RenderTypeDrawCenteredRect3D = 8
)
View Source
const (
	RespawnTimeOptionThree_Seconds      = 0
	RespawnTimeOptionTwo_Seconds        = 1
	RespawnTimeOptionOne_Seconds        = 2
	RespawnTimeOptionDisable_Goal_Reset = 3
)
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const (
	RumbleOptionNo_Rumble         = 0
	RumbleOptionDefault           = 1
	RumbleOptionSlow              = 2
	RumbleOptionCivilized         = 3
	RumbleOptionDestruction_Derby = 4
	RumbleOptionSpring_Loaded     = 5
	RumbleOptionSpikes_Only       = 6
	RumbleOptionSpike_Rush        = 7
)
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const (
	SeriesLengthOptionUnlimited   = 0
	SeriesLengthOptionThree_Games = 1
	SeriesLengthOptionFive_Games  = 2
	SeriesLengthOptionSeven_Games = 3
)
View Source
const (
	TileStateUnknown = 0
	/// The default state of the tiles.
	TileStateFilled = 1
	/// The state when a tile has been damaged.
	TileStateDamaged = 2
	/// The state of a tile when it is open and a goal can be scored.
	TileStateOpen = 3
)

Variables

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var EnumNamesBallBouncinessOption = map[int]string{
	BallBouncinessOptionDefault:    "Default",
	BallBouncinessOptionLow:        "Low",
	BallBouncinessOptionHigh:       "High",
	BallBouncinessOptionSuper_High: "Super_High",
}
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var EnumNamesBallMaxSpeedOption = map[int]string{
	BallMaxSpeedOptionDefault:    "Default",
	BallMaxSpeedOptionSlow:       "Slow",
	BallMaxSpeedOptionFast:       "Fast",
	BallMaxSpeedOptionSuper_Fast: "Super_Fast",
}
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var EnumNamesBallSizeOption = map[int]string{
	BallSizeOptionDefault:  "Default",
	BallSizeOptionSmall:    "Small",
	BallSizeOptionLarge:    "Large",
	BallSizeOptionGigantic: "Gigantic",
}
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var EnumNamesBallTypeOption = map[int]string{
	BallTypeOptionDefault:    "Default",
	BallTypeOptionCube:       "Cube",
	BallTypeOptionPuck:       "Puck",
	BallTypeOptionBasketball: "Basketball",
}
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var EnumNamesBallWeightOption = map[int]string{
	BallWeightOptionDefault:     "Default",
	BallWeightOptionLight:       "Light",
	BallWeightOptionHeavy:       "Heavy",
	BallWeightOptionSuper_Light: "Super_Light",
}
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var EnumNamesBoostOption = map[int]string{
	BoostOptionNormal_Boost:    "Normal_Boost",
	BoostOptionUnlimited_Boost: "Unlimited_Boost",
	BoostOptionSlow_Recharge:   "Slow_Recharge",
	BoostOptionRapid_Recharge:  "Rapid_Recharge",
	BoostOptionNo_Boost:        "No_Boost",
}
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var EnumNamesBoostStrengthOption = map[int]string{
	BoostStrengthOptionOne:         "One",
	BoostStrengthOptionOneAndAHalf: "OneAndAHalf",
	BoostStrengthOptionTwo:         "Two",
	BoostStrengthOptionTen:         "Ten",
}
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var EnumNamesCollisionShape = map[int]string{
	CollisionShapeNONE:          "NONE",
	CollisionShapeBoxShape:      "BoxShape",
	CollisionShapeSphereShape:   "SphereShape",
	CollisionShapeCylinderShape: "CylinderShape",
}
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var EnumNamesDemolishOption = map[int]string{
	DemolishOptionDefault:       "Default",
	DemolishOptionDisabled:      "Disabled",
	DemolishOptionFriendly_Fire: "Friendly_Fire",
	DemolishOptionOn_Contact:    "On_Contact",
	DemolishOptionOn_Contact_FF: "On_Contact_FF",
}
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var EnumNamesExistingMatchBehavior = map[int]string{
	ExistingMatchBehaviorRestart_If_Different: "Restart_If_Different",
	ExistingMatchBehaviorRestart:              "Restart",
	ExistingMatchBehaviorContinue_And_Spawn:   "Continue_And_Spawn",
}
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var EnumNamesGameMap = map[int]string{
	GameMapDFHStadium:            "DFHStadium",
	GameMapMannfield:             "Mannfield",
	GameMapChampionsField:        "ChampionsField",
	GameMapUrbanCentral:          "UrbanCentral",
	GameMapBeckwithPark:          "BeckwithPark",
	GameMapUtopiaColiseum:        "UtopiaColiseum",
	GameMapWasteland:             "Wasteland",
	GameMapNeoTokyo:              "NeoTokyo",
	GameMapAquaDome:              "AquaDome",
	GameMapStarbaseArc:           "StarbaseArc",
	GameMapFarmstead:             "Farmstead",
	GameMapSaltyShores:           "SaltyShores",
	GameMapDFHStadium_Stormy:     "DFHStadium_Stormy",
	GameMapDFHStadium_Day:        "DFHStadium_Day",
	GameMapMannfield_Stormy:      "Mannfield_Stormy",
	GameMapMannfield_Night:       "Mannfield_Night",
	GameMapChampionsField_Day:    "ChampionsField_Day",
	GameMapBeckwithPark_Stormy:   "BeckwithPark_Stormy",
	GameMapBeckwithPark_Midnight: "BeckwithPark_Midnight",
	GameMapUrbanCentral_Night:    "UrbanCentral_Night",
	GameMapUrbanCentral_Dawn:     "UrbanCentral_Dawn",
	GameMapUtopiaColiseum_Dusk:   "UtopiaColiseum_Dusk",
	GameMapDFHStadium_Snowy:      "DFHStadium_Snowy",
	GameMapMannfield_Snowy:       "Mannfield_Snowy",
	GameMapUtopiaColiseum_Snowy:  "UtopiaColiseum_Snowy",
	GameMapBadlands:              "Badlands",
	GameMapBadlands_Night:        "Badlands_Night",
	GameMapTokyoUnderpass:        "TokyoUnderpass",
	GameMapArctagon:              "Arctagon",
	GameMapPillars:               "Pillars",
	GameMapCosmic:                "Cosmic",
	GameMapDoubleGoal:            "DoubleGoal",
	GameMapOctagon:               "Octagon",
	GameMapUnderpass:             "Underpass",
	GameMapUtopiaRetro:           "UtopiaRetro",
	GameMapHoops_DunkHouse:       "Hoops_DunkHouse",
	GameMapDropShot_Core707:      "DropShot_Core707",
	GameMapThrowbackStadium:      "ThrowbackStadium",
}
View Source
var EnumNamesGameMode = map[int]string{
	GameModeSoccer:   "Soccer",
	GameModeHoops:    "Hoops",
	GameModeDropshot: "Dropshot",
	GameModeHockey:   "Hockey",
	GameModeRumble:   "Rumble",
}
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var EnumNamesGameSpeedOption = map[int]string{
	GameSpeedOptionDefault:   "Default",
	GameSpeedOptionSlo_Mo:    "Slo_Mo",
	GameSpeedOptionTime_Warp: "Time_Warp",
}
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var EnumNamesGravityOption = map[int]string{
	GravityOptionDefault:    "Default",
	GravityOptionLow:        "Low",
	GravityOptionHigh:       "High",
	GravityOptionSuper_High: "Super_High",
}
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var EnumNamesMatchLength = map[int]string{
	MatchLengthFive_Minutes:   "Five_Minutes",
	MatchLengthTen_Minutes:    "Ten_Minutes",
	MatchLengthTwenty_Minutes: "Twenty_Minutes",
	MatchLengthUnlimited:      "Unlimited",
}
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var EnumNamesMaxScore = map[int]string{
	MaxScoreUnlimited:   "Unlimited",
	MaxScoreOne_Goal:    "One_Goal",
	MaxScoreThree_Goals: "Three_Goals",
	MaxScoreFive_Goals:  "Five_Goals",
}
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var EnumNamesOvertimeOption = map[int]string{
	OvertimeOptionUnlimited:            "Unlimited",
	OvertimeOptionFive_Max_First_Score: "Five_Max_First_Score",
	OvertimeOptionFive_Max_Random_Team: "Five_Max_Random_Team",
}
View Source
var EnumNamesPlayerClass = map[int]string{
	PlayerClassNONE:                 "NONE",
	PlayerClassRLBotPlayer:          "RLBotPlayer",
	PlayerClassHumanPlayer:          "HumanPlayer",
	PlayerClassPsyonixBotPlayer:     "PsyonixBotPlayer",
	PlayerClassPartyMemberBotPlayer: "PartyMemberBotPlayer",
}
View Source
var EnumNamesQuickChatSelection = map[int]string{
	QuickChatSelectionInformation_IGotIt:             "Information_IGotIt",
	QuickChatSelectionInformation_NeedBoost:          "Information_NeedBoost",
	QuickChatSelectionInformation_TakeTheShot:        "Information_TakeTheShot",
	QuickChatSelectionInformation_Defending:          "Information_Defending",
	QuickChatSelectionInformation_GoForIt:            "Information_GoForIt",
	QuickChatSelectionInformation_Centering:          "Information_Centering",
	QuickChatSelectionInformation_AllYours:           "Information_AllYours",
	QuickChatSelectionInformation_InPosition:         "Information_InPosition",
	QuickChatSelectionInformation_Incoming:           "Information_Incoming",
	QuickChatSelectionCompliments_NiceShot:           "Compliments_NiceShot",
	QuickChatSelectionCompliments_GreatPass:          "Compliments_GreatPass",
	QuickChatSelectionCompliments_Thanks:             "Compliments_Thanks",
	QuickChatSelectionCompliments_WhatASave:          "Compliments_WhatASave",
	QuickChatSelectionCompliments_NiceOne:            "Compliments_NiceOne",
	QuickChatSelectionCompliments_WhatAPlay:          "Compliments_WhatAPlay",
	QuickChatSelectionCompliments_GreatClear:         "Compliments_GreatClear",
	QuickChatSelectionCompliments_NiceBlock:          "Compliments_NiceBlock",
	QuickChatSelectionReactions_OMG:                  "Reactions_OMG",
	QuickChatSelectionReactions_Noooo:                "Reactions_Noooo",
	QuickChatSelectionReactions_Wow:                  "Reactions_Wow",
	QuickChatSelectionReactions_CloseOne:             "Reactions_CloseOne",
	QuickChatSelectionReactions_NoWay:                "Reactions_NoWay",
	QuickChatSelectionReactions_HolyCow:              "Reactions_HolyCow",
	QuickChatSelectionReactions_Whew:                 "Reactions_Whew",
	QuickChatSelectionReactions_Siiiick:              "Reactions_Siiiick",
	QuickChatSelectionReactions_Calculated:           "Reactions_Calculated",
	QuickChatSelectionReactions_Savage:               "Reactions_Savage",
	QuickChatSelectionReactions_Okay:                 "Reactions_Okay",
	QuickChatSelectionApologies_Cursing:              "Apologies_Cursing",
	QuickChatSelectionApologies_NoProblem:            "Apologies_NoProblem",
	QuickChatSelectionApologies_Whoops:               "Apologies_Whoops",
	QuickChatSelectionApologies_Sorry:                "Apologies_Sorry",
	QuickChatSelectionApologies_MyBad:                "Apologies_MyBad",
	QuickChatSelectionApologies_Oops:                 "Apologies_Oops",
	QuickChatSelectionApologies_MyFault:              "Apologies_MyFault",
	QuickChatSelectionPostGame_Gg:                    "PostGame_Gg",
	QuickChatSelectionPostGame_WellPlayed:            "PostGame_WellPlayed",
	QuickChatSelectionPostGame_ThatWasFun:            "PostGame_ThatWasFun",
	QuickChatSelectionPostGame_Rematch:               "PostGame_Rematch",
	QuickChatSelectionPostGame_OneMoreGame:           "PostGame_OneMoreGame",
	QuickChatSelectionPostGame_WhatAGame:             "PostGame_WhatAGame",
	QuickChatSelectionPostGame_NiceMoves:             "PostGame_NiceMoves",
	QuickChatSelectionPostGame_EverybodyDance:        "PostGame_EverybodyDance",
	QuickChatSelectionMaxPysonixQuickChatPresets:     "MaxPysonixQuickChatPresets",
	QuickChatSelectionCustom_Toxic_WasteCPU:          "Custom_Toxic_WasteCPU",
	QuickChatSelectionCustom_Toxic_GitGut:            "Custom_Toxic_GitGut",
	QuickChatSelectionCustom_Toxic_DeAlloc:           "Custom_Toxic_DeAlloc",
	QuickChatSelectionCustom_Toxic_404NoSkill:        "Custom_Toxic_404NoSkill",
	QuickChatSelectionCustom_Toxic_CatchVirus:        "Custom_Toxic_CatchVirus",
	QuickChatSelectionCustom_Useful_Passing:          "Custom_Useful_Passing",
	QuickChatSelectionCustom_Useful_Faking:           "Custom_Useful_Faking",
	QuickChatSelectionCustom_Useful_Demoing:          "Custom_Useful_Demoing",
	QuickChatSelectionCustom_Useful_Bumping:          "Custom_Useful_Bumping",
	QuickChatSelectionCustom_Compliments_TinyChances: "Custom_Compliments_TinyChances",
	QuickChatSelectionCustom_Compliments_SkillLevel:  "Custom_Compliments_SkillLevel",
	QuickChatSelectionCustom_Compliments_proud:       "Custom_Compliments_proud",
	QuickChatSelectionCustom_Compliments_GC:          "Custom_Compliments_GC",
	QuickChatSelectionCustom_Compliments_Pro:         "Custom_Compliments_Pro",
}
View Source
var EnumNamesRenderType = map[int]string{
	RenderTypeDrawLine2D:         "DrawLine2D",
	RenderTypeDrawLine3D:         "DrawLine3D",
	RenderTypeDrawLine2D_3D:      "DrawLine2D_3D",
	RenderTypeDrawRect2D:         "DrawRect2D",
	RenderTypeDrawRect3D:         "DrawRect3D",
	RenderTypeDrawString2D:       "DrawString2D",
	RenderTypeDrawString3D:       "DrawString3D",
	RenderTypeDrawCenteredRect3D: "DrawCenteredRect3D",
}
View Source
var EnumNamesRespawnTimeOption = map[int]string{
	RespawnTimeOptionThree_Seconds:      "Three_Seconds",
	RespawnTimeOptionTwo_Seconds:        "Two_Seconds",
	RespawnTimeOptionOne_Seconds:        "One_Seconds",
	RespawnTimeOptionDisable_Goal_Reset: "Disable_Goal_Reset",
}
View Source
var EnumNamesRumbleOption = map[int]string{
	RumbleOptionNo_Rumble:         "No_Rumble",
	RumbleOptionDefault:           "Default",
	RumbleOptionSlow:              "Slow",
	RumbleOptionCivilized:         "Civilized",
	RumbleOptionDestruction_Derby: "Destruction_Derby",
	RumbleOptionSpring_Loaded:     "Spring_Loaded",
	RumbleOptionSpikes_Only:       "Spikes_Only",
	RumbleOptionSpike_Rush:        "Spike_Rush",
}
View Source
var EnumNamesSeriesLengthOption = map[int]string{
	SeriesLengthOptionUnlimited:   "Unlimited",
	SeriesLengthOptionThree_Games: "Three_Games",
	SeriesLengthOptionFive_Games:  "Five_Games",
	SeriesLengthOptionSeven_Games: "Seven_Games",
}
View Source
var EnumNamesTileState = map[int]string{
	TileStateUnknown: "Unknown",
	TileStateFilled:  "Filled",
	TileStateDamaged: "Damaged",
	TileStateOpen:    "Open",
}

Functions

func BallInfoAddDropShotInfo

func BallInfoAddDropShotInfo(builder *flatbuffers.Builder, dropShotInfo flatbuffers.UOffsetT)

func BallInfoAddLatestTouch

func BallInfoAddLatestTouch(builder *flatbuffers.Builder, latestTouch flatbuffers.UOffsetT)

func BallInfoAddPhysics

func BallInfoAddPhysics(builder *flatbuffers.Builder, physics flatbuffers.UOffsetT)

func BallInfoAddShape

func BallInfoAddShape(builder *flatbuffers.Builder, shape flatbuffers.UOffsetT)

func BallInfoAddShapeType

func BallInfoAddShapeType(builder *flatbuffers.Builder, shapeType byte)

func BallInfoEnd

func BallInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func BallInfoStart

func BallInfoStart(builder *flatbuffers.Builder)

func BallPredictionAddSlices

func BallPredictionAddSlices(builder *flatbuffers.Builder, slices flatbuffers.UOffsetT)

func BallPredictionEnd

func BallPredictionEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func BallPredictionStart

func BallPredictionStart(builder *flatbuffers.Builder)

/ A list of places the ball will be at specific times in the future. / It is guaranteed to sorted so that time increases with each slice. / It is NOT guaranteed to have a consistent amount of time between slices.

func BallPredictionStartSlicesVector

func BallPredictionStartSlicesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func BallRigidBodyStateAddState

func BallRigidBodyStateAddState(builder *flatbuffers.Builder, state flatbuffers.UOffsetT)

func BallRigidBodyStateEnd

func BallRigidBodyStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func BallRigidBodyStateStart

func BallRigidBodyStateStart(builder *flatbuffers.Builder)

func BoostPadAddIsFullBoost

func BoostPadAddIsFullBoost(builder *flatbuffers.Builder, isFullBoost byte)

func BoostPadAddLocation

func BoostPadAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)

func BoostPadEnd

func BoostPadEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func BoostPadStart

func BoostPadStart(builder *flatbuffers.Builder)

func BoostPadStateAddIsActive

func BoostPadStateAddIsActive(builder *flatbuffers.Builder, isActive byte)

func BoostPadStateAddTimer

func BoostPadStateAddTimer(builder *flatbuffers.Builder, timer float32)

func BoostPadStateEnd

func BoostPadStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func BoostPadStateStart

func BoostPadStateStart(builder *flatbuffers.Builder)

func BoxShapeAddHeight

func BoxShapeAddHeight(builder *flatbuffers.Builder, height float32)

func BoxShapeAddLength

func BoxShapeAddLength(builder *flatbuffers.Builder, length float32)

func BoxShapeAddWidth

func BoxShapeAddWidth(builder *flatbuffers.Builder, width float32)

func BoxShapeEnd

func BoxShapeEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func BoxShapeStart

func BoxShapeStart(builder *flatbuffers.Builder)

func ColorAddA

func ColorAddA(builder *flatbuffers.Builder, a byte)

func ColorAddB

func ColorAddB(builder *flatbuffers.Builder, b byte)

func ColorAddG

func ColorAddG(builder *flatbuffers.Builder, g byte)

func ColorAddR

func ColorAddR(builder *flatbuffers.Builder, r byte)

func ColorEnd

func ColorEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func ColorStart

func ColorStart(builder *flatbuffers.Builder)

func ConsoleCommandAddCommand

func ConsoleCommandAddCommand(builder *flatbuffers.Builder, command flatbuffers.UOffsetT)

func ConsoleCommandEnd

func ConsoleCommandEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func ConsoleCommandStart

func ConsoleCommandStart(builder *flatbuffers.Builder)

func ControllerStateAddBoost

func ControllerStateAddBoost(builder *flatbuffers.Builder, boost byte)

func ControllerStateAddHandbrake

func ControllerStateAddHandbrake(builder *flatbuffers.Builder, handbrake byte)

func ControllerStateAddJump

func ControllerStateAddJump(builder *flatbuffers.Builder, jump byte)

func ControllerStateAddPitch

func ControllerStateAddPitch(builder *flatbuffers.Builder, pitch float32)

func ControllerStateAddRoll

func ControllerStateAddRoll(builder *flatbuffers.Builder, roll float32)

func ControllerStateAddSteer

func ControllerStateAddSteer(builder *flatbuffers.Builder, steer float32)

func ControllerStateAddThrottle

func ControllerStateAddThrottle(builder *flatbuffers.Builder, throttle float32)

func ControllerStateAddUseItem

func ControllerStateAddUseItem(builder *flatbuffers.Builder, useItem byte)

func ControllerStateAddYaw

func ControllerStateAddYaw(builder *flatbuffers.Builder, yaw float32)

func ControllerStateEnd

func ControllerStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func ControllerStateStart

func ControllerStateStart(builder *flatbuffers.Builder)

func CreateBool

func CreateBool(builder *flatbuffers.Builder, val byte) flatbuffers.UOffsetT

func CreateFloat

func CreateFloat(builder *flatbuffers.Builder, val float32) flatbuffers.UOffsetT

func CreateQuaternion

func CreateQuaternion(builder *flatbuffers.Builder, x float32, y float32, z float32, w float32) flatbuffers.UOffsetT

func CreateRotator

func CreateRotator(builder *flatbuffers.Builder, pitch float32, yaw float32, roll float32) flatbuffers.UOffsetT

func CreateVector3

func CreateVector3(builder *flatbuffers.Builder, x float32, y float32, z float32) flatbuffers.UOffsetT

func CylinderShapeAddDiameter

func CylinderShapeAddDiameter(builder *flatbuffers.Builder, diameter float32)

func CylinderShapeAddHeight

func CylinderShapeAddHeight(builder *flatbuffers.Builder, height float32)

func CylinderShapeEnd

func CylinderShapeEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func CylinderShapeStart

func CylinderShapeStart(builder *flatbuffers.Builder)

func DesiredBallStateAddPhysics

func DesiredBallStateAddPhysics(builder *flatbuffers.Builder, physics flatbuffers.UOffsetT)

func DesiredBallStateEnd

func DesiredBallStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func DesiredBallStateStart

func DesiredBallStateStart(builder *flatbuffers.Builder)

func DesiredBoostStateAddRespawnTime

func DesiredBoostStateAddRespawnTime(builder *flatbuffers.Builder, respawnTime flatbuffers.UOffsetT)

func DesiredBoostStateEnd

func DesiredBoostStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func DesiredBoostStateStart

func DesiredBoostStateStart(builder *flatbuffers.Builder)

func DesiredCarStateAddBoostAmount

func DesiredCarStateAddBoostAmount(builder *flatbuffers.Builder, boostAmount flatbuffers.UOffsetT)

func DesiredCarStateAddDoubleJumped

func DesiredCarStateAddDoubleJumped(builder *flatbuffers.Builder, doubleJumped flatbuffers.UOffsetT)

func DesiredCarStateAddJumped

func DesiredCarStateAddJumped(builder *flatbuffers.Builder, jumped flatbuffers.UOffsetT)

func DesiredCarStateAddPhysics

func DesiredCarStateAddPhysics(builder *flatbuffers.Builder, physics flatbuffers.UOffsetT)

func DesiredCarStateEnd

func DesiredCarStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func DesiredCarStateStart

func DesiredCarStateStart(builder *flatbuffers.Builder)

func DesiredGameInfoStateAddGameSpeed

func DesiredGameInfoStateAddGameSpeed(builder *flatbuffers.Builder, gameSpeed flatbuffers.UOffsetT)

func DesiredGameInfoStateAddWorldGravityZ

func DesiredGameInfoStateAddWorldGravityZ(builder *flatbuffers.Builder, worldGravityZ flatbuffers.UOffsetT)

func DesiredGameInfoStateEnd

func DesiredGameInfoStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func DesiredGameInfoStateStart

func DesiredGameInfoStateStart(builder *flatbuffers.Builder)

func DesiredGameStateAddBallState

func DesiredGameStateAddBallState(builder *flatbuffers.Builder, ballState flatbuffers.UOffsetT)

func DesiredGameStateAddBoostStates

func DesiredGameStateAddBoostStates(builder *flatbuffers.Builder, boostStates flatbuffers.UOffsetT)

func DesiredGameStateAddCarStates

func DesiredGameStateAddCarStates(builder *flatbuffers.Builder, carStates flatbuffers.UOffsetT)

func DesiredGameStateAddConsoleCommands

func DesiredGameStateAddConsoleCommands(builder *flatbuffers.Builder, consoleCommands flatbuffers.UOffsetT)

func DesiredGameStateAddGameInfoState

func DesiredGameStateAddGameInfoState(builder *flatbuffers.Builder, gameInfoState flatbuffers.UOffsetT)

func DesiredGameStateEnd

func DesiredGameStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func DesiredGameStateStart

func DesiredGameStateStart(builder *flatbuffers.Builder)

func DesiredGameStateStartBoostStatesVector

func DesiredGameStateStartBoostStatesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func DesiredGameStateStartCarStatesVector

func DesiredGameStateStartCarStatesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func DesiredGameStateStartConsoleCommandsVector

func DesiredGameStateStartConsoleCommandsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func DesiredPhysicsAddAngularVelocity

func DesiredPhysicsAddAngularVelocity(builder *flatbuffers.Builder, angularVelocity flatbuffers.UOffsetT)

func DesiredPhysicsAddLocation

func DesiredPhysicsAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)

func DesiredPhysicsAddRotation

func DesiredPhysicsAddRotation(builder *flatbuffers.Builder, rotation flatbuffers.UOffsetT)

func DesiredPhysicsAddVelocity

func DesiredPhysicsAddVelocity(builder *flatbuffers.Builder, velocity flatbuffers.UOffsetT)

func DesiredPhysicsEnd

func DesiredPhysicsEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func DesiredPhysicsStart

func DesiredPhysicsStart(builder *flatbuffers.Builder)

func DropShotBallInfoAddAbsorbedForce

func DropShotBallInfoAddAbsorbedForce(builder *flatbuffers.Builder, absorbedForce float32)

func DropShotBallInfoAddDamageIndex

func DropShotBallInfoAddDamageIndex(builder *flatbuffers.Builder, damageIndex int32)

func DropShotBallInfoAddForceAccumRecent

func DropShotBallInfoAddForceAccumRecent(builder *flatbuffers.Builder, forceAccumRecent float32)

func DropShotBallInfoEnd

func DropShotBallInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func DropShotBallInfoStart

func DropShotBallInfoStart(builder *flatbuffers.Builder)

func DropshotTileAddTileState

func DropshotTileAddTileState(builder *flatbuffers.Builder, tileState int8)

func DropshotTileEnd

func DropshotTileEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func DropshotTileStart

func DropshotTileStart(builder *flatbuffers.Builder)

func FieldInfoAddBoostPads

func FieldInfoAddBoostPads(builder *flatbuffers.Builder, boostPads flatbuffers.UOffsetT)

func FieldInfoAddGoals

func FieldInfoAddGoals(builder *flatbuffers.Builder, goals flatbuffers.UOffsetT)

func FieldInfoEnd

func FieldInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func FieldInfoStart

func FieldInfoStart(builder *flatbuffers.Builder)

func FieldInfoStartBoostPadsVector

func FieldInfoStartBoostPadsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func FieldInfoStartGoalsVector

func FieldInfoStartGoalsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func GameInfoAddGameSpeed

func GameInfoAddGameSpeed(builder *flatbuffers.Builder, gameSpeed float32)

func GameInfoAddGameTimeRemaining

func GameInfoAddGameTimeRemaining(builder *flatbuffers.Builder, gameTimeRemaining float32)

func GameInfoAddIsKickoffPause

func GameInfoAddIsKickoffPause(builder *flatbuffers.Builder, isKickoffPause byte)

func GameInfoAddIsMatchEnded

func GameInfoAddIsMatchEnded(builder *flatbuffers.Builder, isMatchEnded byte)

func GameInfoAddIsOvertime

func GameInfoAddIsOvertime(builder *flatbuffers.Builder, isOvertime byte)

func GameInfoAddIsRoundActive

func GameInfoAddIsRoundActive(builder *flatbuffers.Builder, isRoundActive byte)

func GameInfoAddIsUnlimitedTime

func GameInfoAddIsUnlimitedTime(builder *flatbuffers.Builder, isUnlimitedTime byte)

func GameInfoAddSecondsElapsed

func GameInfoAddSecondsElapsed(builder *flatbuffers.Builder, secondsElapsed float32)

func GameInfoAddWorldGravityZ

func GameInfoAddWorldGravityZ(builder *flatbuffers.Builder, worldGravityZ float32)

func GameInfoEnd

func GameInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func GameInfoStart

func GameInfoStart(builder *flatbuffers.Builder)

func GameTickPacketAddBall

func GameTickPacketAddBall(builder *flatbuffers.Builder, ball flatbuffers.UOffsetT)

func GameTickPacketAddBoostPadStates

func GameTickPacketAddBoostPadStates(builder *flatbuffers.Builder, boostPadStates flatbuffers.UOffsetT)

func GameTickPacketAddGameInfo

func GameTickPacketAddGameInfo(builder *flatbuffers.Builder, gameInfo flatbuffers.UOffsetT)

func GameTickPacketAddPlayers

func GameTickPacketAddPlayers(builder *flatbuffers.Builder, players flatbuffers.UOffsetT)

func GameTickPacketAddTeams

func GameTickPacketAddTeams(builder *flatbuffers.Builder, teams flatbuffers.UOffsetT)

func GameTickPacketAddTileInformation

func GameTickPacketAddTileInformation(builder *flatbuffers.Builder, tileInformation flatbuffers.UOffsetT)

func GameTickPacketEnd

func GameTickPacketEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func GameTickPacketStart

func GameTickPacketStart(builder *flatbuffers.Builder)

func GameTickPacketStartBoostPadStatesVector

func GameTickPacketStartBoostPadStatesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func GameTickPacketStartPlayersVector

func GameTickPacketStartPlayersVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func GameTickPacketStartTeamsVector

func GameTickPacketStartTeamsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func GameTickPacketStartTileInformationVector

func GameTickPacketStartTileInformationVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func GoalInfoAddDirection

func GoalInfoAddDirection(builder *flatbuffers.Builder, direction flatbuffers.UOffsetT)

func GoalInfoAddHeight

func GoalInfoAddHeight(builder *flatbuffers.Builder, height float32)

func GoalInfoAddLocation

func GoalInfoAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)

func GoalInfoAddTeamNum

func GoalInfoAddTeamNum(builder *flatbuffers.Builder, teamNum int32)

func GoalInfoAddWidth

func GoalInfoAddWidth(builder *flatbuffers.Builder, width float32)

func GoalInfoEnd

func GoalInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func GoalInfoStart

func GoalInfoStart(builder *flatbuffers.Builder)

func HumanPlayerEnd

func HumanPlayerEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func HumanPlayerStart

func HumanPlayerStart(builder *flatbuffers.Builder)

func LoadoutPaintAddAntennaPaintId

func LoadoutPaintAddAntennaPaintId(builder *flatbuffers.Builder, antennaPaintId int32)

func LoadoutPaintAddBoostPaintId

func LoadoutPaintAddBoostPaintId(builder *flatbuffers.Builder, boostPaintId int32)

func LoadoutPaintAddCarPaintId

func LoadoutPaintAddCarPaintId(builder *flatbuffers.Builder, carPaintId int32)

func LoadoutPaintAddDecalPaintId

func LoadoutPaintAddDecalPaintId(builder *flatbuffers.Builder, decalPaintId int32)

func LoadoutPaintAddGoalExplosionPaintId

func LoadoutPaintAddGoalExplosionPaintId(builder *flatbuffers.Builder, goalExplosionPaintId int32)

func LoadoutPaintAddHatPaintId

func LoadoutPaintAddHatPaintId(builder *flatbuffers.Builder, hatPaintId int32)

func LoadoutPaintAddTrailsPaintId

func LoadoutPaintAddTrailsPaintId(builder *flatbuffers.Builder, trailsPaintId int32)

func LoadoutPaintAddWheelsPaintId

func LoadoutPaintAddWheelsPaintId(builder *flatbuffers.Builder, wheelsPaintId int32)

func LoadoutPaintEnd

func LoadoutPaintEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func LoadoutPaintStart

func LoadoutPaintStart(builder *flatbuffers.Builder)

func MatchSettingsAddEnableLockstep

func MatchSettingsAddEnableLockstep(builder *flatbuffers.Builder, enableLockstep byte)

func MatchSettingsAddExistingMatchBehavior

func MatchSettingsAddExistingMatchBehavior(builder *flatbuffers.Builder, existingMatchBehavior int8)

func MatchSettingsAddGameMap

func MatchSettingsAddGameMap(builder *flatbuffers.Builder, gameMap int8)

func MatchSettingsAddGameMode

func MatchSettingsAddGameMode(builder *flatbuffers.Builder, gameMode int8)

func MatchSettingsAddInstantStart

func MatchSettingsAddInstantStart(builder *flatbuffers.Builder, instantStart byte)

func MatchSettingsAddMutatorSettings

func MatchSettingsAddMutatorSettings(builder *flatbuffers.Builder, mutatorSettings flatbuffers.UOffsetT)

func MatchSettingsAddPlayerConfigurations

func MatchSettingsAddPlayerConfigurations(builder *flatbuffers.Builder, playerConfigurations flatbuffers.UOffsetT)

func MatchSettingsAddSkipReplays

func MatchSettingsAddSkipReplays(builder *flatbuffers.Builder, skipReplays byte)

func MatchSettingsEnd

func MatchSettingsEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func MatchSettingsStart

func MatchSettingsStart(builder *flatbuffers.Builder)

func MatchSettingsStartPlayerConfigurationsVector

func MatchSettingsStartPlayerConfigurationsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func MutatorSettingsAddBallBouncinessOption

func MutatorSettingsAddBallBouncinessOption(builder *flatbuffers.Builder, ballBouncinessOption int8)

func MutatorSettingsAddBallMaxSpeedOption

func MutatorSettingsAddBallMaxSpeedOption(builder *flatbuffers.Builder, ballMaxSpeedOption int8)

func MutatorSettingsAddBallSizeOption

func MutatorSettingsAddBallSizeOption(builder *flatbuffers.Builder, ballSizeOption int8)

func MutatorSettingsAddBallTypeOption

func MutatorSettingsAddBallTypeOption(builder *flatbuffers.Builder, ballTypeOption int8)

func MutatorSettingsAddBallWeightOption

func MutatorSettingsAddBallWeightOption(builder *flatbuffers.Builder, ballWeightOption int8)

func MutatorSettingsAddBoostOption

func MutatorSettingsAddBoostOption(builder *flatbuffers.Builder, boostOption int8)

func MutatorSettingsAddBoostStrengthOption

func MutatorSettingsAddBoostStrengthOption(builder *flatbuffers.Builder, boostStrengthOption int8)

func MutatorSettingsAddDemolishOption

func MutatorSettingsAddDemolishOption(builder *flatbuffers.Builder, demolishOption int8)

func MutatorSettingsAddGameSpeedOption

func MutatorSettingsAddGameSpeedOption(builder *flatbuffers.Builder, gameSpeedOption int8)

func MutatorSettingsAddGravityOption

func MutatorSettingsAddGravityOption(builder *flatbuffers.Builder, gravityOption int8)

func MutatorSettingsAddMatchLength

func MutatorSettingsAddMatchLength(builder *flatbuffers.Builder, matchLength int8)

func MutatorSettingsAddMaxScore

func MutatorSettingsAddMaxScore(builder *flatbuffers.Builder, maxScore int8)

func MutatorSettingsAddOvertimeOption

func MutatorSettingsAddOvertimeOption(builder *flatbuffers.Builder, overtimeOption int8)

func MutatorSettingsAddRespawnTimeOption

func MutatorSettingsAddRespawnTimeOption(builder *flatbuffers.Builder, respawnTimeOption int8)

func MutatorSettingsAddRumbleOption

func MutatorSettingsAddRumbleOption(builder *flatbuffers.Builder, rumbleOption int8)

func MutatorSettingsAddSeriesLengthOption

func MutatorSettingsAddSeriesLengthOption(builder *flatbuffers.Builder, seriesLengthOption int8)

func MutatorSettingsEnd

func MutatorSettingsEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func MutatorSettingsStart

func MutatorSettingsStart(builder *flatbuffers.Builder)

func PartyMemberBotPlayerEnd

func PartyMemberBotPlayerEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func PartyMemberBotPlayerStart

func PartyMemberBotPlayerStart(builder *flatbuffers.Builder)

func PhysicsAddAngularVelocity

func PhysicsAddAngularVelocity(builder *flatbuffers.Builder, angularVelocity flatbuffers.UOffsetT)

func PhysicsAddLocation

func PhysicsAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)

func PhysicsAddRotation

func PhysicsAddRotation(builder *flatbuffers.Builder, rotation flatbuffers.UOffsetT)

func PhysicsAddVelocity

func PhysicsAddVelocity(builder *flatbuffers.Builder, velocity flatbuffers.UOffsetT)

func PhysicsEnd

func PhysicsEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func PhysicsStart

func PhysicsStart(builder *flatbuffers.Builder)

func PlayerConfigurationAddLoadout

func PlayerConfigurationAddLoadout(builder *flatbuffers.Builder, loadout flatbuffers.UOffsetT)

func PlayerConfigurationAddName

func PlayerConfigurationAddName(builder *flatbuffers.Builder, name flatbuffers.UOffsetT)

func PlayerConfigurationAddTeam

func PlayerConfigurationAddTeam(builder *flatbuffers.Builder, team int32)

func PlayerConfigurationAddVariety

func PlayerConfigurationAddVariety(builder *flatbuffers.Builder, variety flatbuffers.UOffsetT)

func PlayerConfigurationAddVarietyType

func PlayerConfigurationAddVarietyType(builder *flatbuffers.Builder, varietyType byte)

func PlayerConfigurationEnd

func PlayerConfigurationEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func PlayerConfigurationStart

func PlayerConfigurationStart(builder *flatbuffers.Builder)

func PlayerInfoAddBoost

func PlayerInfoAddBoost(builder *flatbuffers.Builder, boost int32)

func PlayerInfoAddDoubleJumped

func PlayerInfoAddDoubleJumped(builder *flatbuffers.Builder, doubleJumped byte)

func PlayerInfoAddHasWheelContact

func PlayerInfoAddHasWheelContact(builder *flatbuffers.Builder, hasWheelContact byte)

func PlayerInfoAddHitbox

func PlayerInfoAddHitbox(builder *flatbuffers.Builder, hitbox flatbuffers.UOffsetT)

func PlayerInfoAddIsBot

func PlayerInfoAddIsBot(builder *flatbuffers.Builder, isBot byte)

func PlayerInfoAddIsDemolished

func PlayerInfoAddIsDemolished(builder *flatbuffers.Builder, isDemolished byte)

func PlayerInfoAddIsSupersonic

func PlayerInfoAddIsSupersonic(builder *flatbuffers.Builder, isSupersonic byte)

func PlayerInfoAddJumped

func PlayerInfoAddJumped(builder *flatbuffers.Builder, jumped byte)

func PlayerInfoAddName

func PlayerInfoAddName(builder *flatbuffers.Builder, name flatbuffers.UOffsetT)

func PlayerInfoAddPhysics

func PlayerInfoAddPhysics(builder *flatbuffers.Builder, physics flatbuffers.UOffsetT)

func PlayerInfoAddScoreInfo

func PlayerInfoAddScoreInfo(builder *flatbuffers.Builder, scoreInfo flatbuffers.UOffsetT)

func PlayerInfoAddTeam

func PlayerInfoAddTeam(builder *flatbuffers.Builder, team int32)

func PlayerInfoEnd

func PlayerInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func PlayerInfoStart

func PlayerInfoStart(builder *flatbuffers.Builder)

func PlayerInputAddControllerState

func PlayerInputAddControllerState(builder *flatbuffers.Builder, controllerState flatbuffers.UOffsetT)

func PlayerInputAddPlayerIndex

func PlayerInputAddPlayerIndex(builder *flatbuffers.Builder, playerIndex int32)

func PlayerInputEnd

func PlayerInputEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func PlayerInputStart

func PlayerInputStart(builder *flatbuffers.Builder)

func PlayerLoadoutAddAntennaId

func PlayerLoadoutAddAntennaId(builder *flatbuffers.Builder, antennaId int32)

func PlayerLoadoutAddBoostId

func PlayerLoadoutAddBoostId(builder *flatbuffers.Builder, boostId int32)

func PlayerLoadoutAddCarId

func PlayerLoadoutAddCarId(builder *flatbuffers.Builder, carId int32)

func PlayerLoadoutAddCustomColorId

func PlayerLoadoutAddCustomColorId(builder *flatbuffers.Builder, customColorId int32)

func PlayerLoadoutAddCustomFinishId

func PlayerLoadoutAddCustomFinishId(builder *flatbuffers.Builder, customFinishId int32)

func PlayerLoadoutAddDecalId

func PlayerLoadoutAddDecalId(builder *flatbuffers.Builder, decalId int32)

func PlayerLoadoutAddEngineAudioId

func PlayerLoadoutAddEngineAudioId(builder *flatbuffers.Builder, engineAudioId int32)

func PlayerLoadoutAddGoalExplosionId

func PlayerLoadoutAddGoalExplosionId(builder *flatbuffers.Builder, goalExplosionId int32)

func PlayerLoadoutAddHatId

func PlayerLoadoutAddHatId(builder *flatbuffers.Builder, hatId int32)

func PlayerLoadoutAddLoadoutPaint

func PlayerLoadoutAddLoadoutPaint(builder *flatbuffers.Builder, loadoutPaint flatbuffers.UOffsetT)

func PlayerLoadoutAddPaintFinishId

func PlayerLoadoutAddPaintFinishId(builder *flatbuffers.Builder, paintFinishId int32)

func PlayerLoadoutAddTeamColorId

func PlayerLoadoutAddTeamColorId(builder *flatbuffers.Builder, teamColorId int32)

func PlayerLoadoutAddTrailsId

func PlayerLoadoutAddTrailsId(builder *flatbuffers.Builder, trailsId int32)

func PlayerLoadoutAddWheelsId

func PlayerLoadoutAddWheelsId(builder *flatbuffers.Builder, wheelsId int32)

func PlayerLoadoutEnd

func PlayerLoadoutEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func PlayerLoadoutStart

func PlayerLoadoutStart(builder *flatbuffers.Builder)

func PlayerRigidBodyStateAddInput

func PlayerRigidBodyStateAddInput(builder *flatbuffers.Builder, input flatbuffers.UOffsetT)

func PlayerRigidBodyStateAddState

func PlayerRigidBodyStateAddState(builder *flatbuffers.Builder, state flatbuffers.UOffsetT)

func PlayerRigidBodyStateEnd

func PlayerRigidBodyStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func PlayerRigidBodyStateStart

func PlayerRigidBodyStateStart(builder *flatbuffers.Builder)

func PredictionSliceAddGameSeconds

func PredictionSliceAddGameSeconds(builder *flatbuffers.Builder, gameSeconds float32)

func PredictionSliceAddPhysics

func PredictionSliceAddPhysics(builder *flatbuffers.Builder, physics flatbuffers.UOffsetT)

func PredictionSliceEnd

func PredictionSliceEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func PredictionSliceStart

func PredictionSliceStart(builder *flatbuffers.Builder)

/ The predicted location and motion of the object.

func PsyonixBotPlayerAddBotSkill

func PsyonixBotPlayerAddBotSkill(builder *flatbuffers.Builder, botSkill float32)

func PsyonixBotPlayerEnd

func PsyonixBotPlayerEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func PsyonixBotPlayerStart

func PsyonixBotPlayerStart(builder *flatbuffers.Builder)

func QuickChatAddMessageIndex

func QuickChatAddMessageIndex(builder *flatbuffers.Builder, messageIndex int32)

func QuickChatAddPlayerIndex

func QuickChatAddPlayerIndex(builder *flatbuffers.Builder, playerIndex int32)

func QuickChatAddQuickChatSelection

func QuickChatAddQuickChatSelection(builder *flatbuffers.Builder, quickChatSelection int8)

func QuickChatAddTeamOnly

func QuickChatAddTeamOnly(builder *flatbuffers.Builder, teamOnly byte)

func QuickChatAddTimeStamp

func QuickChatAddTimeStamp(builder *flatbuffers.Builder, timeStamp float32)

func QuickChatEnd

func QuickChatEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func QuickChatMessagesAddMessages

func QuickChatMessagesAddMessages(builder *flatbuffers.Builder, messages flatbuffers.UOffsetT)

func QuickChatMessagesEnd

func QuickChatMessagesEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func QuickChatMessagesStart

func QuickChatMessagesStart(builder *flatbuffers.Builder)

func QuickChatMessagesStartMessagesVector

func QuickChatMessagesStartMessagesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func QuickChatStart

func QuickChatStart(builder *flatbuffers.Builder)

func RLBotPlayerEnd

func RLBotPlayerEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func RLBotPlayerStart

func RLBotPlayerStart(builder *flatbuffers.Builder)

func RenderGroupAddId

func RenderGroupAddId(builder *flatbuffers.Builder, id int32)

func RenderGroupAddRenderMessages

func RenderGroupAddRenderMessages(builder *flatbuffers.Builder, renderMessages flatbuffers.UOffsetT)

func RenderGroupEnd

func RenderGroupEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func RenderGroupStart

func RenderGroupStart(builder *flatbuffers.Builder)

func RenderGroupStartRenderMessagesVector

func RenderGroupStartRenderMessagesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func RenderMessageAddColor

func RenderMessageAddColor(builder *flatbuffers.Builder, color flatbuffers.UOffsetT)

func RenderMessageAddEnd

func RenderMessageAddEnd(builder *flatbuffers.Builder, end flatbuffers.UOffsetT)

func RenderMessageAddIsFilled

func RenderMessageAddIsFilled(builder *flatbuffers.Builder, isFilled byte)

func RenderMessageAddRenderType

func RenderMessageAddRenderType(builder *flatbuffers.Builder, renderType int8)

func RenderMessageAddScaleX

func RenderMessageAddScaleX(builder *flatbuffers.Builder, scaleX int32)

func RenderMessageAddScaleY

func RenderMessageAddScaleY(builder *flatbuffers.Builder, scaleY int32)

func RenderMessageAddStart

func RenderMessageAddStart(builder *flatbuffers.Builder, start flatbuffers.UOffsetT)

func RenderMessageAddText

func RenderMessageAddText(builder *flatbuffers.Builder, text flatbuffers.UOffsetT)

func RenderMessageEnd

func RenderMessageEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func RenderMessageStart

func RenderMessageStart(builder *flatbuffers.Builder)

func RigidBodyStateAddAngularVelocity

func RigidBodyStateAddAngularVelocity(builder *flatbuffers.Builder, angularVelocity flatbuffers.UOffsetT)

func RigidBodyStateAddFrame

func RigidBodyStateAddFrame(builder *flatbuffers.Builder, frame int32)

func RigidBodyStateAddLocation

func RigidBodyStateAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)

func RigidBodyStateAddRotation

func RigidBodyStateAddRotation(builder *flatbuffers.Builder, rotation flatbuffers.UOffsetT)

func RigidBodyStateAddVelocity

func RigidBodyStateAddVelocity(builder *flatbuffers.Builder, velocity flatbuffers.UOffsetT)

func RigidBodyStateEnd

func RigidBodyStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func RigidBodyStateStart

func RigidBodyStateStart(builder *flatbuffers.Builder)

func RigidBodyTickAddBall

func RigidBodyTickAddBall(builder *flatbuffers.Builder, ball flatbuffers.UOffsetT)

func RigidBodyTickAddPlayers

func RigidBodyTickAddPlayers(builder *flatbuffers.Builder, players flatbuffers.UOffsetT)

func RigidBodyTickEnd

func RigidBodyTickEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func RigidBodyTickStart

func RigidBodyTickStart(builder *flatbuffers.Builder)

func RigidBodyTickStartPlayersVector

func RigidBodyTickStartPlayersVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func RotatorPartialAddPitch

func RotatorPartialAddPitch(builder *flatbuffers.Builder, pitch flatbuffers.UOffsetT)

func RotatorPartialAddRoll

func RotatorPartialAddRoll(builder *flatbuffers.Builder, roll flatbuffers.UOffsetT)

func RotatorPartialAddYaw

func RotatorPartialAddYaw(builder *flatbuffers.Builder, yaw flatbuffers.UOffsetT)

func RotatorPartialEnd

func RotatorPartialEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func RotatorPartialStart

func RotatorPartialStart(builder *flatbuffers.Builder)

func ScoreInfoAddAssists

func ScoreInfoAddAssists(builder *flatbuffers.Builder, assists int32)

func ScoreInfoAddDemolitions

func ScoreInfoAddDemolitions(builder *flatbuffers.Builder, demolitions int32)

func ScoreInfoAddGoals

func ScoreInfoAddGoals(builder *flatbuffers.Builder, goals int32)

func ScoreInfoAddOwnGoals

func ScoreInfoAddOwnGoals(builder *flatbuffers.Builder, ownGoals int32)

func ScoreInfoAddSaves

func ScoreInfoAddSaves(builder *flatbuffers.Builder, saves int32)

func ScoreInfoAddScore

func ScoreInfoAddScore(builder *flatbuffers.Builder, score int32)

func ScoreInfoAddShots

func ScoreInfoAddShots(builder *flatbuffers.Builder, shots int32)

func ScoreInfoEnd

func ScoreInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func ScoreInfoStart

func ScoreInfoStart(builder *flatbuffers.Builder)

func SphereShapeAddDiameter

func SphereShapeAddDiameter(builder *flatbuffers.Builder, diameter float32)

func SphereShapeEnd

func SphereShapeEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func SphereShapeStart

func SphereShapeStart(builder *flatbuffers.Builder)

func TeamInfoAddScore

func TeamInfoAddScore(builder *flatbuffers.Builder, score int32)

func TeamInfoAddTeamIndex

func TeamInfoAddTeamIndex(builder *flatbuffers.Builder, teamIndex int32)

func TeamInfoEnd

func TeamInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func TeamInfoStart

func TeamInfoStart(builder *flatbuffers.Builder)

func TinyBallAddLocation

func TinyBallAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)

func TinyBallAddVelocity

func TinyBallAddVelocity(builder *flatbuffers.Builder, velocity flatbuffers.UOffsetT)

func TinyBallEnd

func TinyBallEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func TinyBallStart

func TinyBallStart(builder *flatbuffers.Builder)

func TinyPacketAddBall

func TinyPacketAddBall(builder *flatbuffers.Builder, ball flatbuffers.UOffsetT)

func TinyPacketAddPlayers

func TinyPacketAddPlayers(builder *flatbuffers.Builder, players flatbuffers.UOffsetT)

func TinyPacketEnd

func TinyPacketEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func TinyPacketStart

func TinyPacketStart(builder *flatbuffers.Builder)

func TinyPacketStartPlayersVector

func TinyPacketStartPlayersVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT

func TinyPlayerAddBoost

func TinyPlayerAddBoost(builder *flatbuffers.Builder, boost int32)

func TinyPlayerAddHasWheelContact

func TinyPlayerAddHasWheelContact(builder *flatbuffers.Builder, hasWheelContact byte)

func TinyPlayerAddIsSupersonic

func TinyPlayerAddIsSupersonic(builder *flatbuffers.Builder, isSupersonic byte)

func TinyPlayerAddLocation

func TinyPlayerAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)

func TinyPlayerAddRotation

func TinyPlayerAddRotation(builder *flatbuffers.Builder, rotation flatbuffers.UOffsetT)

func TinyPlayerAddTeam

func TinyPlayerAddTeam(builder *flatbuffers.Builder, team int32)

func TinyPlayerAddVelocity

func TinyPlayerAddVelocity(builder *flatbuffers.Builder, velocity flatbuffers.UOffsetT)

func TinyPlayerEnd

func TinyPlayerEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func TinyPlayerStart

func TinyPlayerStart(builder *flatbuffers.Builder)

func TouchAddGameSeconds

func TouchAddGameSeconds(builder *flatbuffers.Builder, gameSeconds float32)

func TouchAddLocation

func TouchAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)

func TouchAddNormal

func TouchAddNormal(builder *flatbuffers.Builder, normal flatbuffers.UOffsetT)

func TouchAddPlayerIndex

func TouchAddPlayerIndex(builder *flatbuffers.Builder, playerIndex int32)

func TouchAddPlayerName

func TouchAddPlayerName(builder *flatbuffers.Builder, playerName flatbuffers.UOffsetT)

func TouchAddTeam

func TouchAddTeam(builder *flatbuffers.Builder, team int32)

func TouchEnd

func TouchEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func TouchStart

func TouchStart(builder *flatbuffers.Builder)

func Vector3PartialAddX

func Vector3PartialAddX(builder *flatbuffers.Builder, x flatbuffers.UOffsetT)

func Vector3PartialAddY

func Vector3PartialAddY(builder *flatbuffers.Builder, y flatbuffers.UOffsetT)

func Vector3PartialAddZ

func Vector3PartialAddZ(builder *flatbuffers.Builder, z flatbuffers.UOffsetT)

func Vector3PartialEnd

func Vector3PartialEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT

func Vector3PartialStart

func Vector3PartialStart(builder *flatbuffers.Builder)

Types

type BallInfo

type BallInfo struct {
	// contains filtered or unexported fields
}

func GetRootAsBallInfo

func GetRootAsBallInfo(buf []byte, offset flatbuffers.UOffsetT) *BallInfo

func (*BallInfo) DropShotInfo

func (rcv *BallInfo) DropShotInfo(obj *DropShotBallInfo) *DropShotBallInfo

func (*BallInfo) Init

func (rcv *BallInfo) Init(buf []byte, i flatbuffers.UOffsetT)

func (*BallInfo) LatestTouch

func (rcv *BallInfo) LatestTouch(obj *Touch) *Touch

func (*BallInfo) MutateShapeType

func (rcv *BallInfo) MutateShapeType(n byte) bool

func (*BallInfo) Physics

func (rcv *BallInfo) Physics(obj *Physics) *Physics

func (*BallInfo) Shape

func (rcv *BallInfo) Shape(obj *flatbuffers.Table) bool

func (*BallInfo) ShapeType

func (rcv *BallInfo) ShapeType() byte

func (*BallInfo) Table

func (rcv *BallInfo) Table() flatbuffers.Table

type BallPrediction

type BallPrediction struct {
	// contains filtered or unexported fields
}

func GetRootAsBallPrediction

func GetRootAsBallPrediction(buf []byte, offset flatbuffers.UOffsetT) *BallPrediction

func (*BallPrediction) Init

func (rcv *BallPrediction) Init(buf []byte, i flatbuffers.UOffsetT)

func (*BallPrediction) Slices

func (rcv *BallPrediction) Slices(obj *PredictionSlice, j int) bool

/ A list of places the ball will be at specific times in the future. / It is guaranteed to sorted so that time increases with each slice. / It is NOT guaranteed to have a consistent amount of time between slices.

func (*BallPrediction) SlicesLength

func (rcv *BallPrediction) SlicesLength() int

func (*BallPrediction) Table

func (rcv *BallPrediction) Table() flatbuffers.Table

type BallRigidBodyState

type BallRigidBodyState struct {
	// contains filtered or unexported fields
}

/ Rigid body state for the ball.

func GetRootAsBallRigidBodyState

func GetRootAsBallRigidBodyState(buf []byte, offset flatbuffers.UOffsetT) *BallRigidBodyState

func (*BallRigidBodyState) Init

func (rcv *BallRigidBodyState) Init(buf []byte, i flatbuffers.UOffsetT)

func (*BallRigidBodyState) State

func (*BallRigidBodyState) Table

func (rcv *BallRigidBodyState) Table() flatbuffers.Table

type Bool

type Bool struct {
	// contains filtered or unexported fields
}

func (*Bool) Init

func (rcv *Bool) Init(buf []byte, i flatbuffers.UOffsetT)

func (*Bool) MutateVal

func (rcv *Bool) MutateVal(n byte) bool

func (*Bool) Table

func (rcv *Bool) Table() flatbuffers.Table

func (*Bool) Val

func (rcv *Bool) Val() byte

type BoostPad

type BoostPad struct {
	// contains filtered or unexported fields
}

func GetRootAsBoostPad

func GetRootAsBoostPad(buf []byte, offset flatbuffers.UOffsetT) *BoostPad

func (*BoostPad) Init

func (rcv *BoostPad) Init(buf []byte, i flatbuffers.UOffsetT)

func (*BoostPad) IsFullBoost

func (rcv *BoostPad) IsFullBoost() byte

func (*BoostPad) Location

func (rcv *BoostPad) Location(obj *Vector3) *Vector3

func (*BoostPad) MutateIsFullBoost

func (rcv *BoostPad) MutateIsFullBoost(n byte) bool

func (*BoostPad) Table

func (rcv *BoostPad) Table() flatbuffers.Table

type BoostPadState

type BoostPadState struct {
	// contains filtered or unexported fields
}

func GetRootAsBoostPadState

func GetRootAsBoostPadState(buf []byte, offset flatbuffers.UOffsetT) *BoostPadState

func (*BoostPadState) Init

func (rcv *BoostPadState) Init(buf []byte, i flatbuffers.UOffsetT)

func (*BoostPadState) IsActive

func (rcv *BoostPadState) IsActive() byte

/ True if the boost can be picked up

func (*BoostPadState) MutateIsActive

func (rcv *BoostPadState) MutateIsActive(n byte) bool

/ True if the boost can be picked up

func (*BoostPadState) MutateTimer

func (rcv *BoostPadState) MutateTimer(n float32) bool

/ The number of seconds since the boost has been picked up, or 0.0 if the boost is active.

func (*BoostPadState) Table

func (rcv *BoostPadState) Table() flatbuffers.Table

func (*BoostPadState) Timer

func (rcv *BoostPadState) Timer() float32

/ The number of seconds since the boost has been picked up, or 0.0 if the boost is active.

type BoxShape

type BoxShape struct {
	// contains filtered or unexported fields
}

func GetRootAsBoxShape

func GetRootAsBoxShape(buf []byte, offset flatbuffers.UOffsetT) *BoxShape

func (*BoxShape) Height

func (rcv *BoxShape) Height() float32

func (*BoxShape) Init

func (rcv *BoxShape) Init(buf []byte, i flatbuffers.UOffsetT)

func (*BoxShape) Length

func (rcv *BoxShape) Length() float32

func (*BoxShape) MutateHeight

func (rcv *BoxShape) MutateHeight(n float32) bool

func (*BoxShape) MutateLength

func (rcv *BoxShape) MutateLength(n float32) bool

func (*BoxShape) MutateWidth

func (rcv *BoxShape) MutateWidth(n float32) bool

func (*BoxShape) Table

func (rcv *BoxShape) Table() flatbuffers.Table

func (*BoxShape) Width

func (rcv *BoxShape) Width() float32

type Color

type Color struct {
	// contains filtered or unexported fields
}

func GetRootAsColor

func GetRootAsColor(buf []byte, offset flatbuffers.UOffsetT) *Color

func (*Color) A

func (rcv *Color) A() byte

func (*Color) B

func (rcv *Color) B() byte

func (*Color) G

func (rcv *Color) G() byte

func (*Color) Init

func (rcv *Color) Init(buf []byte, i flatbuffers.UOffsetT)

func (*Color) MutateA

func (rcv *Color) MutateA(n byte) bool

func (*Color) MutateB

func (rcv *Color) MutateB(n byte) bool

func (*Color) MutateG

func (rcv *Color) MutateG(n byte) bool

func (*Color) MutateR

func (rcv *Color) MutateR(n byte) bool

func (*Color) R

func (rcv *Color) R() byte

func (*Color) Table

func (rcv *Color) Table() flatbuffers.Table

type ConsoleCommand

type ConsoleCommand struct {
	// contains filtered or unexported fields
}

/ A console command which we will try to execute inside Rocket League. / See https://github.com/RLBot/RLBot/wiki/Console-Commands for a list of known commands.

func GetRootAsConsoleCommand

func GetRootAsConsoleCommand(buf []byte, offset flatbuffers.UOffsetT) *ConsoleCommand

func (*ConsoleCommand) Command

func (rcv *ConsoleCommand) Command() []byte

func (*ConsoleCommand) Init

func (rcv *ConsoleCommand) Init(buf []byte, i flatbuffers.UOffsetT)

func (*ConsoleCommand) Table

func (rcv *ConsoleCommand) Table() flatbuffers.Table

type ControllerState

type ControllerState struct {
	// contains filtered or unexported fields
}

func GetRootAsControllerState

func GetRootAsControllerState(buf []byte, offset flatbuffers.UOffsetT) *ControllerState

func (*ControllerState) Boost

func (rcv *ControllerState) Boost() byte

/ true if you want to press the boost button

func (*ControllerState) Handbrake

func (rcv *ControllerState) Handbrake() byte

/ true if you want to press the handbrake button

func (*ControllerState) Init

func (rcv *ControllerState) Init(buf []byte, i flatbuffers.UOffsetT)

func (*ControllerState) Jump

func (rcv *ControllerState) Jump() byte

/ true if you want to press the jump button

func (*ControllerState) MutateBoost

func (rcv *ControllerState) MutateBoost(n byte) bool

/ true if you want to press the boost button

func (*ControllerState) MutateHandbrake

func (rcv *ControllerState) MutateHandbrake(n byte) bool

/ true if you want to press the handbrake button

func (*ControllerState) MutateJump

func (rcv *ControllerState) MutateJump(n byte) bool

/ true if you want to press the jump button

func (*ControllerState) MutatePitch

func (rcv *ControllerState) MutatePitch(n float32) bool

/ -1 for nose down, 1 for nose up

func (*ControllerState) MutateRoll

func (rcv *ControllerState) MutateRoll(n float32) bool

/ -1 for roll left, 1 for roll right

func (*ControllerState) MutateSteer

func (rcv *ControllerState) MutateSteer(n float32) bool

/ -1 for full left, 1 for full right

func (*ControllerState) MutateThrottle

func (rcv *ControllerState) MutateThrottle(n float32) bool

/ -1 for full reverse, 1 for full forward

func (*ControllerState) MutateUseItem

func (rcv *ControllerState) MutateUseItem(n byte) bool

/ true if you want to press the 'use item' button, used in rumble etc.

func (*ControllerState) MutateYaw

func (rcv *ControllerState) MutateYaw(n float32) bool

/ -1 for full left, 1 for full right

func (*ControllerState) Pitch

func (rcv *ControllerState) Pitch() float32

/ -1 for nose down, 1 for nose up

func (*ControllerState) Roll

func (rcv *ControllerState) Roll() float32

/ -1 for roll left, 1 for roll right

func (*ControllerState) Steer

func (rcv *ControllerState) Steer() float32

/ -1 for full left, 1 for full right

func (*ControllerState) Table

func (rcv *ControllerState) Table() flatbuffers.Table

func (*ControllerState) Throttle

func (rcv *ControllerState) Throttle() float32

/ -1 for full reverse, 1 for full forward

func (*ControllerState) UseItem

func (rcv *ControllerState) UseItem() byte

/ true if you want to press the 'use item' button, used in rumble etc.

func (*ControllerState) Yaw

func (rcv *ControllerState) Yaw() float32

/ -1 for full left, 1 for full right

type CylinderShape

type CylinderShape struct {
	// contains filtered or unexported fields
}

func GetRootAsCylinderShape

func GetRootAsCylinderShape(buf []byte, offset flatbuffers.UOffsetT) *CylinderShape

func (*CylinderShape) Diameter

func (rcv *CylinderShape) Diameter() float32

func (*CylinderShape) Height

func (rcv *CylinderShape) Height() float32

func (*CylinderShape) Init

func (rcv *CylinderShape) Init(buf []byte, i flatbuffers.UOffsetT)

func (*CylinderShape) MutateDiameter

func (rcv *CylinderShape) MutateDiameter(n float32) bool

func (*CylinderShape) MutateHeight

func (rcv *CylinderShape) MutateHeight(n float32) bool

func (*CylinderShape) Table

func (rcv *CylinderShape) Table() flatbuffers.Table

type DesiredBallState

type DesiredBallState struct {
	// contains filtered or unexported fields
}

func GetRootAsDesiredBallState

func GetRootAsDesiredBallState(buf []byte, offset flatbuffers.UOffsetT) *DesiredBallState

func (*DesiredBallState) Init

func (rcv *DesiredBallState) Init(buf []byte, i flatbuffers.UOffsetT)

func (*DesiredBallState) Physics

func (rcv *DesiredBallState) Physics(obj *DesiredPhysics) *DesiredPhysics

func (*DesiredBallState) Table

func (rcv *DesiredBallState) Table() flatbuffers.Table

type DesiredBoostState

type DesiredBoostState struct {
	// contains filtered or unexported fields
}

func GetRootAsDesiredBoostState

func GetRootAsDesiredBoostState(buf []byte, offset flatbuffers.UOffsetT) *DesiredBoostState

func (*DesiredBoostState) Init

func (rcv *DesiredBoostState) Init(buf []byte, i flatbuffers.UOffsetT)

func (*DesiredBoostState) RespawnTime

func (rcv *DesiredBoostState) RespawnTime(obj *Float) *Float

func (*DesiredBoostState) Table

func (rcv *DesiredBoostState) Table() flatbuffers.Table

type DesiredCarState

type DesiredCarState struct {
	// contains filtered or unexported fields
}

func GetRootAsDesiredCarState

func GetRootAsDesiredCarState(buf []byte, offset flatbuffers.UOffsetT) *DesiredCarState

func (*DesiredCarState) BoostAmount

func (rcv *DesiredCarState) BoostAmount(obj *Float) *Float

func (*DesiredCarState) DoubleJumped

func (rcv *DesiredCarState) DoubleJumped(obj *Bool) *Bool

func (*DesiredCarState) Init

func (rcv *DesiredCarState) Init(buf []byte, i flatbuffers.UOffsetT)

func (*DesiredCarState) Jumped

func (rcv *DesiredCarState) Jumped(obj *Bool) *Bool

func (*DesiredCarState) Physics

func (rcv *DesiredCarState) Physics(obj *DesiredPhysics) *DesiredPhysics

func (*DesiredCarState) Table

func (rcv *DesiredCarState) Table() flatbuffers.Table

type DesiredGameInfoState

type DesiredGameInfoState struct {
	// contains filtered or unexported fields
}

func GetRootAsDesiredGameInfoState

func GetRootAsDesiredGameInfoState(buf []byte, offset flatbuffers.UOffsetT) *DesiredGameInfoState

func (*DesiredGameInfoState) GameSpeed

func (rcv *DesiredGameInfoState) GameSpeed(obj *Float) *Float

func (*DesiredGameInfoState) Init

func (rcv *DesiredGameInfoState) Init(buf []byte, i flatbuffers.UOffsetT)

func (*DesiredGameInfoState) Table

func (rcv *DesiredGameInfoState) Table() flatbuffers.Table

func (*DesiredGameInfoState) WorldGravityZ

func (rcv *DesiredGameInfoState) WorldGravityZ(obj *Float) *Float

type DesiredGameState

type DesiredGameState struct {
	// contains filtered or unexported fields
}

func GetRootAsDesiredGameState

func GetRootAsDesiredGameState(buf []byte, offset flatbuffers.UOffsetT) *DesiredGameState

func (*DesiredGameState) BallState

func (rcv *DesiredGameState) BallState(obj *DesiredBallState) *DesiredBallState

func (*DesiredGameState) BoostStates

func (rcv *DesiredGameState) BoostStates(obj *DesiredBoostState, j int) bool

func (*DesiredGameState) BoostStatesLength

func (rcv *DesiredGameState) BoostStatesLength() int

func (*DesiredGameState) CarStates

func (rcv *DesiredGameState) CarStates(obj *DesiredCarState, j int) bool

func (*DesiredGameState) CarStatesLength

func (rcv *DesiredGameState) CarStatesLength() int

func (*DesiredGameState) ConsoleCommands

func (rcv *DesiredGameState) ConsoleCommands(obj *ConsoleCommand, j int) bool

func (*DesiredGameState) ConsoleCommandsLength

func (rcv *DesiredGameState) ConsoleCommandsLength() int

func (*DesiredGameState) GameInfoState

func (*DesiredGameState) Init

func (rcv *DesiredGameState) Init(buf []byte, i flatbuffers.UOffsetT)

func (*DesiredGameState) Table

func (rcv *DesiredGameState) Table() flatbuffers.Table

type DesiredPhysics

type DesiredPhysics struct {
	// contains filtered or unexported fields
}

func GetRootAsDesiredPhysics

func GetRootAsDesiredPhysics(buf []byte, offset flatbuffers.UOffsetT) *DesiredPhysics

func (*DesiredPhysics) AngularVelocity

func (rcv *DesiredPhysics) AngularVelocity(obj *Vector3Partial) *Vector3Partial

func (*DesiredPhysics) Init

func (rcv *DesiredPhysics) Init(buf []byte, i flatbuffers.UOffsetT)

func (*DesiredPhysics) Location

func (rcv *DesiredPhysics) Location(obj *Vector3Partial) *Vector3Partial

func (*DesiredPhysics) Rotation

func (rcv *DesiredPhysics) Rotation(obj *RotatorPartial) *RotatorPartial

func (*DesiredPhysics) Table

func (rcv *DesiredPhysics) Table() flatbuffers.Table

func (*DesiredPhysics) Velocity

func (rcv *DesiredPhysics) Velocity(obj *Vector3Partial) *Vector3Partial

type DropShotBallInfo

type DropShotBallInfo struct {
	// contains filtered or unexported fields
}

func GetRootAsDropShotBallInfo

func GetRootAsDropShotBallInfo(buf []byte, offset flatbuffers.UOffsetT) *DropShotBallInfo

func (*DropShotBallInfo) AbsorbedForce

func (rcv *DropShotBallInfo) AbsorbedForce() float32

func (*DropShotBallInfo) DamageIndex

func (rcv *DropShotBallInfo) DamageIndex() int32

func (*DropShotBallInfo) ForceAccumRecent

func (rcv *DropShotBallInfo) ForceAccumRecent() float32

func (*DropShotBallInfo) Init

func (rcv *DropShotBallInfo) Init(buf []byte, i flatbuffers.UOffsetT)

func (*DropShotBallInfo) MutateAbsorbedForce

func (rcv *DropShotBallInfo) MutateAbsorbedForce(n float32) bool

func (*DropShotBallInfo) MutateDamageIndex

func (rcv *DropShotBallInfo) MutateDamageIndex(n int32) bool

func (*DropShotBallInfo) MutateForceAccumRecent

func (rcv *DropShotBallInfo) MutateForceAccumRecent(n float32) bool

func (*DropShotBallInfo) Table

func (rcv *DropShotBallInfo) Table() flatbuffers.Table

type DropshotTile

type DropshotTile struct {
	// contains filtered or unexported fields
}

func GetRootAsDropshotTile

func GetRootAsDropshotTile(buf []byte, offset flatbuffers.UOffsetT) *DropshotTile

func (*DropshotTile) Init

func (rcv *DropshotTile) Init(buf []byte, i flatbuffers.UOffsetT)

func (*DropshotTile) MutateTileState

func (rcv *DropshotTile) MutateTileState(n int8) bool

/ The amount of damage the tile has sustained.

func (*DropshotTile) Table

func (rcv *DropshotTile) Table() flatbuffers.Table

func (*DropshotTile) TileState

func (rcv *DropshotTile) TileState() int8

/ The amount of damage the tile has sustained.

type FieldInfo

type FieldInfo struct {
	// contains filtered or unexported fields
}

func GetRootAsFieldInfo

func GetRootAsFieldInfo(buf []byte, offset flatbuffers.UOffsetT) *FieldInfo

func (*FieldInfo) BoostPads

func (rcv *FieldInfo) BoostPads(obj *BoostPad, j int) bool

func (*FieldInfo) BoostPadsLength

func (rcv *FieldInfo) BoostPadsLength() int

func (*FieldInfo) Goals

func (rcv *FieldInfo) Goals(obj *GoalInfo, j int) bool

func (*FieldInfo) GoalsLength

func (rcv *FieldInfo) GoalsLength() int

func (*FieldInfo) Init

func (rcv *FieldInfo) Init(buf []byte, i flatbuffers.UOffsetT)

func (*FieldInfo) Table

func (rcv *FieldInfo) Table() flatbuffers.Table

type Float

type Float struct {
	// contains filtered or unexported fields
}

func (*Float) Init

func (rcv *Float) Init(buf []byte, i flatbuffers.UOffsetT)

func (*Float) MutateVal

func (rcv *Float) MutateVal(n float32) bool

func (*Float) Table

func (rcv *Float) Table() flatbuffers.Table

func (*Float) Val

func (rcv *Float) Val() float32

type GameInfo

type GameInfo struct {
	// contains filtered or unexported fields
}

func GetRootAsGameInfo

func GetRootAsGameInfo(buf []byte, offset flatbuffers.UOffsetT) *GameInfo

func (*GameInfo) GameSpeed

func (rcv *GameInfo) GameSpeed() float32

/ Game speed multiplier, 1.0 is regular game speed.

func (*GameInfo) GameTimeRemaining

func (rcv *GameInfo) GameTimeRemaining() float32

func (*GameInfo) Init

func (rcv *GameInfo) Init(buf []byte, i flatbuffers.UOffsetT)

func (*GameInfo) IsKickoffPause

func (rcv *GameInfo) IsKickoffPause() byte

/ True when the clock is paused due to kickoff, but false during kickoff countdown. In other words, it is true / while cars can move during kickoff. Note that if both players sit still, game clock start and this will become false.

func (*GameInfo) IsMatchEnded

func (rcv *GameInfo) IsMatchEnded() byte

/ Turns true after final replay, the moment the 'winner' screen appears. Remains true during next match / countdown. Turns false again the moment the 'choose team' screen appears.

func (*GameInfo) IsOvertime

func (rcv *GameInfo) IsOvertime() byte

func (*GameInfo) IsRoundActive

func (rcv *GameInfo) IsRoundActive() byte

/ True when cars are allowed to move, and during the pause menu. False during replays.

func (*GameInfo) IsUnlimitedTime

func (rcv *GameInfo) IsUnlimitedTime() byte

func (*GameInfo) MutateGameSpeed

func (rcv *GameInfo) MutateGameSpeed(n float32) bool

/ Game speed multiplier, 1.0 is regular game speed.

func (*GameInfo) MutateGameTimeRemaining

func (rcv *GameInfo) MutateGameTimeRemaining(n float32) bool

func (*GameInfo) MutateIsKickoffPause

func (rcv *GameInfo) MutateIsKickoffPause(n byte) bool

/ True when the clock is paused due to kickoff, but false during kickoff countdown. In other words, it is true / while cars can move during kickoff. Note that if both players sit still, game clock start and this will become false.

func (*GameInfo) MutateIsMatchEnded

func (rcv *GameInfo) MutateIsMatchEnded(n byte) bool

/ Turns true after final replay, the moment the 'winner' screen appears. Remains true during next match / countdown. Turns false again the moment the 'choose team' screen appears.

func (*GameInfo) MutateIsOvertime

func (rcv *GameInfo) MutateIsOvertime(n byte) bool

func (*GameInfo) MutateIsRoundActive

func (rcv *GameInfo) MutateIsRoundActive(n byte) bool

/ True when cars are allowed to move, and during the pause menu. False during replays.

func (*GameInfo) MutateIsUnlimitedTime

func (rcv *GameInfo) MutateIsUnlimitedTime(n byte) bool

func (*GameInfo) MutateSecondsElapsed

func (rcv *GameInfo) MutateSecondsElapsed(n float32) bool

func (*GameInfo) MutateWorldGravityZ

func (rcv *GameInfo) MutateWorldGravityZ(n float32) bool

func (*GameInfo) SecondsElapsed

func (rcv *GameInfo) SecondsElapsed() float32

func (*GameInfo) Table

func (rcv *GameInfo) Table() flatbuffers.Table

func (*GameInfo) WorldGravityZ

func (rcv *GameInfo) WorldGravityZ() float32

type GameTickPacket

type GameTickPacket struct {
	// contains filtered or unexported fields
}

func GetRootAsGameTickPacket

func GetRootAsGameTickPacket(buf []byte, offset flatbuffers.UOffsetT) *GameTickPacket

func (*GameTickPacket) Ball

func (rcv *GameTickPacket) Ball(obj *BallInfo) *BallInfo

func (*GameTickPacket) BoostPadStates

func (rcv *GameTickPacket) BoostPadStates(obj *BoostPadState, j int) bool

func (*GameTickPacket) BoostPadStatesLength

func (rcv *GameTickPacket) BoostPadStatesLength() int

func (*GameTickPacket) GameInfo

func (rcv *GameTickPacket) GameInfo(obj *GameInfo) *GameInfo

func (*GameTickPacket) Init

func (rcv *GameTickPacket) Init(buf []byte, i flatbuffers.UOffsetT)

func (*GameTickPacket) Players

func (rcv *GameTickPacket) Players(obj *PlayerInfo, j int) bool

func (*GameTickPacket) PlayersLength

func (rcv *GameTickPacket) PlayersLength() int

func (*GameTickPacket) Table

func (rcv *GameTickPacket) Table() flatbuffers.Table

func (*GameTickPacket) Teams

func (rcv *GameTickPacket) Teams(obj *TeamInfo, j int) bool

func (*GameTickPacket) TeamsLength

func (rcv *GameTickPacket) TeamsLength() int

func (*GameTickPacket) TileInformation

func (rcv *GameTickPacket) TileInformation(obj *DropshotTile, j int) bool

func (*GameTickPacket) TileInformationLength

func (rcv *GameTickPacket) TileInformationLength() int

type GoalInfo

type GoalInfo struct {
	// contains filtered or unexported fields
}

func GetRootAsGoalInfo

func GetRootAsGoalInfo(buf []byte, offset flatbuffers.UOffsetT) *GoalInfo

func (*GoalInfo) Direction

func (rcv *GoalInfo) Direction(obj *Vector3) *Vector3

func (*GoalInfo) Height

func (rcv *GoalInfo) Height() float32

func (*GoalInfo) Init

func (rcv *GoalInfo) Init(buf []byte, i flatbuffers.UOffsetT)

func (*GoalInfo) Location

func (rcv *GoalInfo) Location(obj *Vector3) *Vector3

func (*GoalInfo) MutateHeight

func (rcv *GoalInfo) MutateHeight(n float32) bool

func (*GoalInfo) MutateTeamNum

func (rcv *GoalInfo) MutateTeamNum(n int32) bool

func (*GoalInfo) MutateWidth

func (rcv *GoalInfo) MutateWidth(n float32) bool

func (*GoalInfo) Table

func (rcv *GoalInfo) Table() flatbuffers.Table

func (*GoalInfo) TeamNum

func (rcv *GoalInfo) TeamNum() int32

func (*GoalInfo) Width

func (rcv *GoalInfo) Width() float32

type HumanPlayer

type HumanPlayer struct {
	// contains filtered or unexported fields
}

/ A normal human player

func GetRootAsHumanPlayer

func GetRootAsHumanPlayer(buf []byte, offset flatbuffers.UOffsetT) *HumanPlayer

func (*HumanPlayer) Init

func (rcv *HumanPlayer) Init(buf []byte, i flatbuffers.UOffsetT)

func (*HumanPlayer) Table

func (rcv *HumanPlayer) Table() flatbuffers.Table

type LoadoutPaint

type LoadoutPaint struct {
	// contains filtered or unexported fields
}

/ Specification for 'painted' items. See https://github.com/RLBot/RLBot/wiki/Bot-Customization

func GetRootAsLoadoutPaint

func GetRootAsLoadoutPaint(buf []byte, offset flatbuffers.UOffsetT) *LoadoutPaint

func (*LoadoutPaint) AntennaPaintId

func (rcv *LoadoutPaint) AntennaPaintId() int32

func (*LoadoutPaint) BoostPaintId

func (rcv *LoadoutPaint) BoostPaintId() int32

func (*LoadoutPaint) CarPaintId

func (rcv *LoadoutPaint) CarPaintId() int32

func (*LoadoutPaint) DecalPaintId

func (rcv *LoadoutPaint) DecalPaintId() int32

func (*LoadoutPaint) GoalExplosionPaintId

func (rcv *LoadoutPaint) GoalExplosionPaintId() int32

func (*LoadoutPaint) HatPaintId

func (rcv *LoadoutPaint) HatPaintId() int32

func (*LoadoutPaint) Init

func (rcv *LoadoutPaint) Init(buf []byte, i flatbuffers.UOffsetT)

func (*LoadoutPaint) MutateAntennaPaintId

func (rcv *LoadoutPaint) MutateAntennaPaintId(n int32) bool

func (*LoadoutPaint) MutateBoostPaintId

func (rcv *LoadoutPaint) MutateBoostPaintId(n int32) bool

func (*LoadoutPaint) MutateCarPaintId

func (rcv *LoadoutPaint) MutateCarPaintId(n int32) bool

func (*LoadoutPaint) MutateDecalPaintId

func (rcv *LoadoutPaint) MutateDecalPaintId(n int32) bool

func (*LoadoutPaint) MutateGoalExplosionPaintId

func (rcv *LoadoutPaint) MutateGoalExplosionPaintId(n int32) bool

func (*LoadoutPaint) MutateHatPaintId

func (rcv *LoadoutPaint) MutateHatPaintId(n int32) bool

func (*LoadoutPaint) MutateTrailsPaintId

func (rcv *LoadoutPaint) MutateTrailsPaintId(n int32) bool

func (*LoadoutPaint) MutateWheelsPaintId

func (rcv *LoadoutPaint) MutateWheelsPaintId(n int32) bool

func (*LoadoutPaint) Table

func (rcv *LoadoutPaint) Table() flatbuffers.Table

func (*LoadoutPaint) TrailsPaintId

func (rcv *LoadoutPaint) TrailsPaintId() int32

func (*LoadoutPaint) WheelsPaintId

func (rcv *LoadoutPaint) WheelsPaintId() int32

type MatchSettings

type MatchSettings struct {
	// contains filtered or unexported fields
}

func GetRootAsMatchSettings

func GetRootAsMatchSettings(buf []byte, offset flatbuffers.UOffsetT) *MatchSettings

func (*MatchSettings) EnableLockstep

func (rcv *MatchSettings) EnableLockstep() byte

func (*MatchSettings) ExistingMatchBehavior

func (rcv *MatchSettings) ExistingMatchBehavior() int8

func (*MatchSettings) GameMap

func (rcv *MatchSettings) GameMap() int8

func (*MatchSettings) GameMode

func (rcv *MatchSettings) GameMode() int8

func (*MatchSettings) Init

func (rcv *MatchSettings) Init(buf []byte, i flatbuffers.UOffsetT)

func (*MatchSettings) InstantStart

func (rcv *MatchSettings) InstantStart() byte

func (*MatchSettings) MutateEnableLockstep

func (rcv *MatchSettings) MutateEnableLockstep(n byte) bool

func (*MatchSettings) MutateExistingMatchBehavior

func (rcv *MatchSettings) MutateExistingMatchBehavior(n int8) bool

func (*MatchSettings) MutateGameMap

func (rcv *MatchSettings) MutateGameMap(n int8) bool

func (*MatchSettings) MutateGameMode

func (rcv *MatchSettings) MutateGameMode(n int8) bool

func (*MatchSettings) MutateInstantStart

func (rcv *MatchSettings) MutateInstantStart(n byte) bool

func (*MatchSettings) MutateSkipReplays

func (rcv *MatchSettings) MutateSkipReplays(n byte) bool

func (*MatchSettings) MutatorSettings

func (rcv *MatchSettings) MutatorSettings(obj *MutatorSettings) *MutatorSettings

func (*MatchSettings) PlayerConfigurations

func (rcv *MatchSettings) PlayerConfigurations(obj *PlayerConfiguration, j int) bool

func (*MatchSettings) PlayerConfigurationsLength

func (rcv *MatchSettings) PlayerConfigurationsLength() int

func (*MatchSettings) SkipReplays

func (rcv *MatchSettings) SkipReplays() byte

func (*MatchSettings) Table

func (rcv *MatchSettings) Table() flatbuffers.Table

type MutatorSettings

type MutatorSettings struct {
	// contains filtered or unexported fields
}

func GetRootAsMutatorSettings

func GetRootAsMutatorSettings(buf []byte, offset flatbuffers.UOffsetT) *MutatorSettings

func (*MutatorSettings) BallBouncinessOption

func (rcv *MutatorSettings) BallBouncinessOption() int8

func (*MutatorSettings) BallMaxSpeedOption

func (rcv *MutatorSettings) BallMaxSpeedOption() int8

func (*MutatorSettings) BallSizeOption

func (rcv *MutatorSettings) BallSizeOption() int8

func (*MutatorSettings) BallTypeOption

func (rcv *MutatorSettings) BallTypeOption() int8

func (*MutatorSettings) BallWeightOption

func (rcv *MutatorSettings) BallWeightOption() int8

func (*MutatorSettings) BoostOption

func (rcv *MutatorSettings) BoostOption() int8

func (*MutatorSettings) BoostStrengthOption

func (rcv *MutatorSettings) BoostStrengthOption() int8

func (*MutatorSettings) DemolishOption

func (rcv *MutatorSettings) DemolishOption() int8

func (*MutatorSettings) GameSpeedOption

func (rcv *MutatorSettings) GameSpeedOption() int8

func (*MutatorSettings) GravityOption

func (rcv *MutatorSettings) GravityOption() int8

func (*MutatorSettings) Init

func (rcv *MutatorSettings) Init(buf []byte, i flatbuffers.UOffsetT)

func (*MutatorSettings) MatchLength

func (rcv *MutatorSettings) MatchLength() int8

func (*MutatorSettings) MaxScore

func (rcv *MutatorSettings) MaxScore() int8

func (*MutatorSettings) MutateBallBouncinessOption

func (rcv *MutatorSettings) MutateBallBouncinessOption(n int8) bool

func (*MutatorSettings) MutateBallMaxSpeedOption

func (rcv *MutatorSettings) MutateBallMaxSpeedOption(n int8) bool

func (*MutatorSettings) MutateBallSizeOption

func (rcv *MutatorSettings) MutateBallSizeOption(n int8) bool

func (*MutatorSettings) MutateBallTypeOption

func (rcv *MutatorSettings) MutateBallTypeOption(n int8) bool

func (*MutatorSettings) MutateBallWeightOption

func (rcv *MutatorSettings) MutateBallWeightOption(n int8) bool

func (*MutatorSettings) MutateBoostOption

func (rcv *MutatorSettings) MutateBoostOption(n int8) bool

func (*MutatorSettings) MutateBoostStrengthOption

func (rcv *MutatorSettings) MutateBoostStrengthOption(n int8) bool

func (*MutatorSettings) MutateDemolishOption

func (rcv *MutatorSettings) MutateDemolishOption(n int8) bool

func (*MutatorSettings) MutateGameSpeedOption

func (rcv *MutatorSettings) MutateGameSpeedOption(n int8) bool

func (*MutatorSettings) MutateGravityOption

func (rcv *MutatorSettings) MutateGravityOption(n int8) bool

func (*MutatorSettings) MutateMatchLength

func (rcv *MutatorSettings) MutateMatchLength(n int8) bool

func (*MutatorSettings) MutateMaxScore

func (rcv *MutatorSettings) MutateMaxScore(n int8) bool

func (*MutatorSettings) MutateOvertimeOption

func (rcv *MutatorSettings) MutateOvertimeOption(n int8) bool

func (*MutatorSettings) MutateRespawnTimeOption

func (rcv *MutatorSettings) MutateRespawnTimeOption(n int8) bool

func (*MutatorSettings) MutateRumbleOption

func (rcv *MutatorSettings) MutateRumbleOption(n int8) bool

func (*MutatorSettings) MutateSeriesLengthOption

func (rcv *MutatorSettings) MutateSeriesLengthOption(n int8) bool

func (*MutatorSettings) OvertimeOption

func (rcv *MutatorSettings) OvertimeOption() int8

func (*MutatorSettings) RespawnTimeOption

func (rcv *MutatorSettings) RespawnTimeOption() int8

func (*MutatorSettings) RumbleOption

func (rcv *MutatorSettings) RumbleOption() int8

func (*MutatorSettings) SeriesLengthOption

func (rcv *MutatorSettings) SeriesLengthOption() int8

func (*MutatorSettings) Table

func (rcv *MutatorSettings) Table() flatbuffers.Table

type PartyMemberBotPlayer

type PartyMemberBotPlayer struct {
	// contains filtered or unexported fields
}

/ A player that Rocket League treats as human, e.g. has a dedicated camera and can do training mode, / but is actually controlled by a bot.

func GetRootAsPartyMemberBotPlayer

func GetRootAsPartyMemberBotPlayer(buf []byte, offset flatbuffers.UOffsetT) *PartyMemberBotPlayer

func (*PartyMemberBotPlayer) Init

func (rcv *PartyMemberBotPlayer) Init(buf []byte, i flatbuffers.UOffsetT)

func (*PartyMemberBotPlayer) Table

func (rcv *PartyMemberBotPlayer) Table() flatbuffers.Table

type Physics

type Physics struct {
	// contains filtered or unexported fields
}

func GetRootAsPhysics

func GetRootAsPhysics(buf []byte, offset flatbuffers.UOffsetT) *Physics

func (*Physics) AngularVelocity

func (rcv *Physics) AngularVelocity(obj *Vector3) *Vector3

func (*Physics) Init

func (rcv *Physics) Init(buf []byte, i flatbuffers.UOffsetT)

func (*Physics) Location

func (rcv *Physics) Location(obj *Vector3) *Vector3

func (*Physics) Rotation

func (rcv *Physics) Rotation(obj *Rotator) *Rotator

func (*Physics) Table

func (rcv *Physics) Table() flatbuffers.Table

func (*Physics) Velocity

func (rcv *Physics) Velocity(obj *Vector3) *Vector3

type PlayerConfiguration

type PlayerConfiguration struct {
	// contains filtered or unexported fields
}

func GetRootAsPlayerConfiguration

func GetRootAsPlayerConfiguration(buf []byte, offset flatbuffers.UOffsetT) *PlayerConfiguration

func (*PlayerConfiguration) Init

func (rcv *PlayerConfiguration) Init(buf []byte, i flatbuffers.UOffsetT)

func (*PlayerConfiguration) Loadout

func (rcv *PlayerConfiguration) Loadout(obj *PlayerLoadout) *PlayerLoadout

func (*PlayerConfiguration) MutateTeam

func (rcv *PlayerConfiguration) MutateTeam(n int32) bool

func (*PlayerConfiguration) MutateVarietyType

func (rcv *PlayerConfiguration) MutateVarietyType(n byte) bool

func (*PlayerConfiguration) Name

func (rcv *PlayerConfiguration) Name() []byte

func (*PlayerConfiguration) Table

func (rcv *PlayerConfiguration) Table() flatbuffers.Table

func (*PlayerConfiguration) Team

func (rcv *PlayerConfiguration) Team() int32

func (*PlayerConfiguration) Variety

func (rcv *PlayerConfiguration) Variety(obj *flatbuffers.Table) bool

func (*PlayerConfiguration) VarietyType

func (rcv *PlayerConfiguration) VarietyType() byte

type PlayerInfo

type PlayerInfo struct {
	// contains filtered or unexported fields
}

func GetRootAsPlayerInfo

func GetRootAsPlayerInfo(buf []byte, offset flatbuffers.UOffsetT) *PlayerInfo

func (*PlayerInfo) Boost

func (rcv *PlayerInfo) Boost() int32

func (*PlayerInfo) DoubleJumped

func (rcv *PlayerInfo) DoubleJumped() byte

/ True if player has double jumped. False does not mean you have a jump remaining, because the / aerial timer can run out, and that doesn't affect this flag.

func (*PlayerInfo) HasWheelContact

func (rcv *PlayerInfo) HasWheelContact() byte

/ True if your wheels are on the ground, the wall, or the ceiling. False if you're midair or turtling.

func (*PlayerInfo) Hitbox

func (rcv *PlayerInfo) Hitbox(obj *BoxShape) *BoxShape

func (*PlayerInfo) Init

func (rcv *PlayerInfo) Init(buf []byte, i flatbuffers.UOffsetT)

func (*PlayerInfo) IsBot

func (rcv *PlayerInfo) IsBot() byte

func (*PlayerInfo) IsDemolished

func (rcv *PlayerInfo) IsDemolished() byte

func (*PlayerInfo) IsSupersonic

func (rcv *PlayerInfo) IsSupersonic() byte

func (*PlayerInfo) Jumped

func (rcv *PlayerInfo) Jumped() byte

/ True if the player has jumped. Falling off the ceiling / driving off the goal post does not count.

func (*PlayerInfo) MutateBoost

func (rcv *PlayerInfo) MutateBoost(n int32) bool

func (*PlayerInfo) MutateDoubleJumped

func (rcv *PlayerInfo) MutateDoubleJumped(n byte) bool

/ True if player has double jumped. False does not mean you have a jump remaining, because the / aerial timer can run out, and that doesn't affect this flag.

func (*PlayerInfo) MutateHasWheelContact

func (rcv *PlayerInfo) MutateHasWheelContact(n byte) bool

/ True if your wheels are on the ground, the wall, or the ceiling. False if you're midair or turtling.

func (*PlayerInfo) MutateIsBot

func (rcv *PlayerInfo) MutateIsBot(n byte) bool

func (*PlayerInfo) MutateIsDemolished

func (rcv *PlayerInfo) MutateIsDemolished(n byte) bool

func (*PlayerInfo) MutateIsSupersonic

func (rcv *PlayerInfo) MutateIsSupersonic(n byte) bool

func (*PlayerInfo) MutateJumped

func (rcv *PlayerInfo) MutateJumped(n byte) bool

/ True if the player has jumped. Falling off the ceiling / driving off the goal post does not count.

func (*PlayerInfo) MutateTeam

func (rcv *PlayerInfo) MutateTeam(n int32) bool

func (*PlayerInfo) Name

func (rcv *PlayerInfo) Name() []byte

func (*PlayerInfo) Physics

func (rcv *PlayerInfo) Physics(obj *Physics) *Physics

func (*PlayerInfo) ScoreInfo

func (rcv *PlayerInfo) ScoreInfo(obj *ScoreInfo) *ScoreInfo

func (*PlayerInfo) Table

func (rcv *PlayerInfo) Table() flatbuffers.Table

func (*PlayerInfo) Team

func (rcv *PlayerInfo) Team() int32

type PlayerInput

type PlayerInput struct {
	// contains filtered or unexported fields
}

func GetRootAsPlayerInput

func GetRootAsPlayerInput(buf []byte, offset flatbuffers.UOffsetT) *PlayerInput

func (*PlayerInput) ControllerState

func (rcv *PlayerInput) ControllerState(obj *ControllerState) *ControllerState

func (*PlayerInput) Init

func (rcv *PlayerInput) Init(buf []byte, i flatbuffers.UOffsetT)

func (*PlayerInput) MutatePlayerIndex

func (rcv *PlayerInput) MutatePlayerIndex(n int32) bool

func (*PlayerInput) PlayerIndex

func (rcv *PlayerInput) PlayerIndex() int32

func (*PlayerInput) Table

func (rcv *PlayerInput) Table() flatbuffers.Table

type PlayerLoadout

type PlayerLoadout struct {
	// contains filtered or unexported fields
}

/ The car type, color, and other aspects of the player's appearance. / See https://github.com/RLBot/RLBot/wiki/Bot-Customization

func GetRootAsPlayerLoadout

func GetRootAsPlayerLoadout(buf []byte, offset flatbuffers.UOffsetT) *PlayerLoadout

func (*PlayerLoadout) AntennaId

func (rcv *PlayerLoadout) AntennaId() int32

func (*PlayerLoadout) BoostId

func (rcv *PlayerLoadout) BoostId() int32

func (*PlayerLoadout) CarId

func (rcv *PlayerLoadout) CarId() int32

func (*PlayerLoadout) CustomColorId

func (rcv *PlayerLoadout) CustomColorId() int32

func (*PlayerLoadout) CustomFinishId

func (rcv *PlayerLoadout) CustomFinishId() int32

func (*PlayerLoadout) DecalId

func (rcv *PlayerLoadout) DecalId() int32

func (*PlayerLoadout) EngineAudioId

func (rcv *PlayerLoadout) EngineAudioId() int32

func (*PlayerLoadout) GoalExplosionId

func (rcv *PlayerLoadout) GoalExplosionId() int32

func (*PlayerLoadout) HatId

func (rcv *PlayerLoadout) HatId() int32

func (*PlayerLoadout) Init

func (rcv *PlayerLoadout) Init(buf []byte, i flatbuffers.UOffsetT)

func (*PlayerLoadout) LoadoutPaint

func (rcv *PlayerLoadout) LoadoutPaint(obj *LoadoutPaint) *LoadoutPaint

func (*PlayerLoadout) MutateAntennaId

func (rcv *PlayerLoadout) MutateAntennaId(n int32) bool

func (*PlayerLoadout) MutateBoostId

func (rcv *PlayerLoadout) MutateBoostId(n int32) bool

func (*PlayerLoadout) MutateCarId

func (rcv *PlayerLoadout) MutateCarId(n int32) bool

func (*PlayerLoadout) MutateCustomColorId

func (rcv *PlayerLoadout) MutateCustomColorId(n int32) bool

func (*PlayerLoadout) MutateCustomFinishId

func (rcv *PlayerLoadout) MutateCustomFinishId(n int32) bool

func (*PlayerLoadout) MutateDecalId

func (rcv *PlayerLoadout) MutateDecalId(n int32) bool

func (*PlayerLoadout) MutateEngineAudioId

func (rcv *PlayerLoadout) MutateEngineAudioId(n int32) bool

func (*PlayerLoadout) MutateGoalExplosionId

func (rcv *PlayerLoadout) MutateGoalExplosionId(n int32) bool

func (*PlayerLoadout) MutateHatId

func (rcv *PlayerLoadout) MutateHatId(n int32) bool

func (*PlayerLoadout) MutatePaintFinishId

func (rcv *PlayerLoadout) MutatePaintFinishId(n int32) bool

func (*PlayerLoadout) MutateTeamColorId

func (rcv *PlayerLoadout) MutateTeamColorId(n int32) bool

func (*PlayerLoadout) MutateTrailsId

func (rcv *PlayerLoadout) MutateTrailsId(n int32) bool

func (*PlayerLoadout) MutateWheelsId

func (rcv *PlayerLoadout) MutateWheelsId(n int32) bool

func (*PlayerLoadout) PaintFinishId

func (rcv *PlayerLoadout) PaintFinishId() int32

func (*PlayerLoadout) Table

func (rcv *PlayerLoadout) Table() flatbuffers.Table

func (*PlayerLoadout) TeamColorId

func (rcv *PlayerLoadout) TeamColorId() int32

func (*PlayerLoadout) TrailsId

func (rcv *PlayerLoadout) TrailsId() int32

func (*PlayerLoadout) WheelsId

func (rcv *PlayerLoadout) WheelsId() int32

type PlayerRigidBodyState

type PlayerRigidBodyState struct {
	// contains filtered or unexported fields
}

/ Rigid body state for a player / car in the game. Includes the latest / controller input, which is otherwise difficult to correlate with consequences.

func GetRootAsPlayerRigidBodyState

func GetRootAsPlayerRigidBodyState(buf []byte, offset flatbuffers.UOffsetT) *PlayerRigidBodyState

func (*PlayerRigidBodyState) Init

func (rcv *PlayerRigidBodyState) Init(buf []byte, i flatbuffers.UOffsetT)

func (*PlayerRigidBodyState) Input

func (*PlayerRigidBodyState) State

func (*PlayerRigidBodyState) Table

func (rcv *PlayerRigidBodyState) Table() flatbuffers.Table

type PredictionSlice

type PredictionSlice struct {
	// contains filtered or unexported fields
}

func GetRootAsPredictionSlice

func GetRootAsPredictionSlice(buf []byte, offset flatbuffers.UOffsetT) *PredictionSlice

func (*PredictionSlice) GameSeconds

func (rcv *PredictionSlice) GameSeconds() float32

/ The moment in game time that this prediction corresponds to. / This corresponds to 'secondsElapsed' in the GameInfo table.

func (*PredictionSlice) Init

func (rcv *PredictionSlice) Init(buf []byte, i flatbuffers.UOffsetT)

func (*PredictionSlice) MutateGameSeconds

func (rcv *PredictionSlice) MutateGameSeconds(n float32) bool

/ The moment in game time that this prediction corresponds to. / This corresponds to 'secondsElapsed' in the GameInfo table.

func (*PredictionSlice) Physics

func (rcv *PredictionSlice) Physics(obj *Physics) *Physics

/ The predicted location and motion of the object.

func (*PredictionSlice) Table

func (rcv *PredictionSlice) Table() flatbuffers.Table

type PsyonixBotPlayer

type PsyonixBotPlayer struct {
	// contains filtered or unexported fields
}

/ A psyonix bot, e.g. All Star bot

func GetRootAsPsyonixBotPlayer

func GetRootAsPsyonixBotPlayer(buf []byte, offset flatbuffers.UOffsetT) *PsyonixBotPlayer

func (*PsyonixBotPlayer) BotSkill

func (rcv *PsyonixBotPlayer) BotSkill() float32

func (*PsyonixBotPlayer) Init

func (rcv *PsyonixBotPlayer) Init(buf []byte, i flatbuffers.UOffsetT)

func (*PsyonixBotPlayer) MutateBotSkill

func (rcv *PsyonixBotPlayer) MutateBotSkill(n float32) bool

func (*PsyonixBotPlayer) Table

func (rcv *PsyonixBotPlayer) Table() flatbuffers.Table

type Quaternion

type Quaternion struct {
	// contains filtered or unexported fields
}

/ Expresses the rotation state of an object. / Learn about quaternions here: https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation / You can tinker with them here to build an intuition: https://quaternions.online/

func (*Quaternion) Init

func (rcv *Quaternion) Init(buf []byte, i flatbuffers.UOffsetT)

func (*Quaternion) MutateW

func (rcv *Quaternion) MutateW(n float32) bool

func (*Quaternion) MutateX

func (rcv *Quaternion) MutateX(n float32) bool

func (*Quaternion) MutateY

func (rcv *Quaternion) MutateY(n float32) bool

func (*Quaternion) MutateZ

func (rcv *Quaternion) MutateZ(n float32) bool

func (*Quaternion) Table

func (rcv *Quaternion) Table() flatbuffers.Table

func (*Quaternion) W

func (rcv *Quaternion) W() float32

func (*Quaternion) X

func (rcv *Quaternion) X() float32

func (*Quaternion) Y

func (rcv *Quaternion) Y() float32

func (*Quaternion) Z

func (rcv *Quaternion) Z() float32

type QuickChat

type QuickChat struct {
	// contains filtered or unexported fields
}

func GetRootAsQuickChat

func GetRootAsQuickChat(buf []byte, offset flatbuffers.UOffsetT) *QuickChat

func (*QuickChat) Init

func (rcv *QuickChat) Init(buf []byte, i flatbuffers.UOffsetT)

func (*QuickChat) MessageIndex

func (rcv *QuickChat) MessageIndex() int32

func (*QuickChat) MutateMessageIndex

func (rcv *QuickChat) MutateMessageIndex(n int32) bool

func (*QuickChat) MutatePlayerIndex

func (rcv *QuickChat) MutatePlayerIndex(n int32) bool

/ The index of the player that sent the quick chat

func (*QuickChat) MutateQuickChatSelection

func (rcv *QuickChat) MutateQuickChatSelection(n int8) bool

func (*QuickChat) MutateTeamOnly

func (rcv *QuickChat) MutateTeamOnly(n byte) bool

/ True if the chat is team only false if everyone can see it.

func (*QuickChat) MutateTimeStamp

func (rcv *QuickChat) MutateTimeStamp(n float32) bool

func (*QuickChat) PlayerIndex

func (rcv *QuickChat) PlayerIndex() int32

/ The index of the player that sent the quick chat

func (*QuickChat) QuickChatSelection

func (rcv *QuickChat) QuickChatSelection() int8

func (*QuickChat) Table

func (rcv *QuickChat) Table() flatbuffers.Table

func (*QuickChat) TeamOnly

func (rcv *QuickChat) TeamOnly() byte

/ True if the chat is team only false if everyone can see it.

func (*QuickChat) TimeStamp

func (rcv *QuickChat) TimeStamp() float32

type QuickChatMessages

type QuickChatMessages struct {
	// contains filtered or unexported fields
}

func GetRootAsQuickChatMessages

func GetRootAsQuickChatMessages(buf []byte, offset flatbuffers.UOffsetT) *QuickChatMessages

func (*QuickChatMessages) Init

func (rcv *QuickChatMessages) Init(buf []byte, i flatbuffers.UOffsetT)

func (*QuickChatMessages) Messages

func (rcv *QuickChatMessages) Messages(obj *QuickChat, j int) bool

func (*QuickChatMessages) MessagesLength

func (rcv *QuickChatMessages) MessagesLength() int

func (*QuickChatMessages) Table

func (rcv *QuickChatMessages) Table() flatbuffers.Table

type RLBotPlayer

type RLBotPlayer struct {
	// contains filtered or unexported fields
}

/ A bot controlled by the RLBot framework

func GetRootAsRLBotPlayer

func GetRootAsRLBotPlayer(buf []byte, offset flatbuffers.UOffsetT) *RLBotPlayer

func (*RLBotPlayer) Init

func (rcv *RLBotPlayer) Init(buf []byte, i flatbuffers.UOffsetT)

func (*RLBotPlayer) Table

func (rcv *RLBotPlayer) Table() flatbuffers.Table

type RenderGroup

type RenderGroup struct {
	// contains filtered or unexported fields
}

func GetRootAsRenderGroup

func GetRootAsRenderGroup(buf []byte, offset flatbuffers.UOffsetT) *RenderGroup

func (*RenderGroup) Id

func (rcv *RenderGroup) Id() int32

/ The id of the render group

func (*RenderGroup) Init

func (rcv *RenderGroup) Init(buf []byte, i flatbuffers.UOffsetT)

func (*RenderGroup) MutateId

func (rcv *RenderGroup) MutateId(n int32) bool

/ The id of the render group

func (*RenderGroup) RenderMessages

func (rcv *RenderGroup) RenderMessages(obj *RenderMessage, j int) bool

func (*RenderGroup) RenderMessagesLength

func (rcv *RenderGroup) RenderMessagesLength() int

func (*RenderGroup) Table

func (rcv *RenderGroup) Table() flatbuffers.Table

type RenderMessage

type RenderMessage struct {
	// contains filtered or unexported fields
}

func GetRootAsRenderMessage

func GetRootAsRenderMessage(buf []byte, offset flatbuffers.UOffsetT) *RenderMessage

func (*RenderMessage) Color

func (rcv *RenderMessage) Color(obj *Color) *Color

func (*RenderMessage) End

func (rcv *RenderMessage) End(obj *Vector3) *Vector3

/ For 2d renders this only grabs x and y / For 2d renders this only grabs x and y

func (*RenderMessage) Init

func (rcv *RenderMessage) Init(buf []byte, i flatbuffers.UOffsetT)

func (*RenderMessage) IsFilled

func (rcv *RenderMessage) IsFilled() byte

/ Rectangles can be filled or just outlines.

func (*RenderMessage) MutateIsFilled

func (rcv *RenderMessage) MutateIsFilled(n byte) bool

/ Rectangles can be filled or just outlines.

func (*RenderMessage) MutateRenderType

func (rcv *RenderMessage) MutateRenderType(n int8) bool

func (*RenderMessage) MutateScaleX

func (rcv *RenderMessage) MutateScaleX(n int32) bool

/ Scales the x size of the text/rectangle, is used for rectangles assuming an initial value of 1

func (*RenderMessage) MutateScaleY

func (rcv *RenderMessage) MutateScaleY(n int32) bool

/ Scales the y size of the text/rectangle, is used for rectangles assuming an initial value of 1

func (*RenderMessage) RenderType

func (rcv *RenderMessage) RenderType() int8

func (*RenderMessage) ScaleX

func (rcv *RenderMessage) ScaleX() int32

/ For 2d renders this only grabs x and y / Scales the x size of the text/rectangle, is used for rectangles assuming an initial value of 1

func (*RenderMessage) ScaleY

func (rcv *RenderMessage) ScaleY() int32

/ Scales the y size of the text/rectangle, is used for rectangles assuming an initial value of 1

func (*RenderMessage) Start

func (rcv *RenderMessage) Start(obj *Vector3) *Vector3

/ For 2d renders this only grabs x and y

func (*RenderMessage) Table

func (rcv *RenderMessage) Table() flatbuffers.Table

func (*RenderMessage) Text

func (rcv *RenderMessage) Text() []byte

type RigidBodyState

type RigidBodyState struct {
	// contains filtered or unexported fields
}

/ The state of a rigid body in Rocket League's physics engine. / This gets updated in time with the physics tick, not the rendering framerate. / The frame field will be incremented every time the physics engine ticks.

func GetRootAsRigidBodyState

func GetRootAsRigidBodyState(buf []byte, offset flatbuffers.UOffsetT) *RigidBodyState

func (*RigidBodyState) AngularVelocity

func (rcv *RigidBodyState) AngularVelocity(obj *Vector3) *Vector3

func (*RigidBodyState) Frame

func (rcv *RigidBodyState) Frame() int32

func (*RigidBodyState) Init

func (rcv *RigidBodyState) Init(buf []byte, i flatbuffers.UOffsetT)

func (*RigidBodyState) Location

func (rcv *RigidBodyState) Location(obj *Vector3) *Vector3

func (*RigidBodyState) MutateFrame

func (rcv *RigidBodyState) MutateFrame(n int32) bool

func (*RigidBodyState) Rotation

func (rcv *RigidBodyState) Rotation(obj *Quaternion) *Quaternion

func (*RigidBodyState) Table

func (rcv *RigidBodyState) Table() flatbuffers.Table

func (*RigidBodyState) Velocity

func (rcv *RigidBodyState) Velocity(obj *Vector3) *Vector3

type RigidBodyTick

type RigidBodyTick struct {
	// contains filtered or unexported fields
}

/ Contains all rigid body state information.

func GetRootAsRigidBodyTick

func GetRootAsRigidBodyTick(buf []byte, offset flatbuffers.UOffsetT) *RigidBodyTick

func (*RigidBodyTick) Ball

func (*RigidBodyTick) Init

func (rcv *RigidBodyTick) Init(buf []byte, i flatbuffers.UOffsetT)

func (*RigidBodyTick) Players

func (rcv *RigidBodyTick) Players(obj *PlayerRigidBodyState, j int) bool

func (*RigidBodyTick) PlayersLength

func (rcv *RigidBodyTick) PlayersLength() int

func (*RigidBodyTick) Table

func (rcv *RigidBodyTick) Table() flatbuffers.Table

type Rotator

type Rotator struct {
	// contains filtered or unexported fields
}

/ Expresses the rotation state of an object in Euler angles, with values in radians.

func (*Rotator) Init

func (rcv *Rotator) Init(buf []byte, i flatbuffers.UOffsetT)

func (*Rotator) MutatePitch

func (rcv *Rotator) MutatePitch(n float32) bool

func (*Rotator) MutateRoll

func (rcv *Rotator) MutateRoll(n float32) bool

func (*Rotator) MutateYaw

func (rcv *Rotator) MutateYaw(n float32) bool

func (*Rotator) Pitch

func (rcv *Rotator) Pitch() float32

func (*Rotator) Roll

func (rcv *Rotator) Roll() float32

func (*Rotator) Table

func (rcv *Rotator) Table() flatbuffers.Table

func (*Rotator) Yaw

func (rcv *Rotator) Yaw() float32

type RotatorPartial

type RotatorPartial struct {
	// contains filtered or unexported fields
}

func GetRootAsRotatorPartial

func GetRootAsRotatorPartial(buf []byte, offset flatbuffers.UOffsetT) *RotatorPartial

func (*RotatorPartial) Init

func (rcv *RotatorPartial) Init(buf []byte, i flatbuffers.UOffsetT)

func (*RotatorPartial) Pitch

func (rcv *RotatorPartial) Pitch(obj *Float) *Float

func (*RotatorPartial) Roll

func (rcv *RotatorPartial) Roll(obj *Float) *Float

func (*RotatorPartial) Table

func (rcv *RotatorPartial) Table() flatbuffers.Table

func (*RotatorPartial) Yaw

func (rcv *RotatorPartial) Yaw(obj *Float) *Float

type ScoreInfo

type ScoreInfo struct {
	// contains filtered or unexported fields
}

func GetRootAsScoreInfo

func GetRootAsScoreInfo(buf []byte, offset flatbuffers.UOffsetT) *ScoreInfo

func (*ScoreInfo) Assists

func (rcv *ScoreInfo) Assists() int32

func (*ScoreInfo) Demolitions

func (rcv *ScoreInfo) Demolitions() int32

func (*ScoreInfo) Goals

func (rcv *ScoreInfo) Goals() int32

func (*ScoreInfo) Init

func (rcv *ScoreInfo) Init(buf []byte, i flatbuffers.UOffsetT)

func (*ScoreInfo) MutateAssists

func (rcv *ScoreInfo) MutateAssists(n int32) bool

func (*ScoreInfo) MutateDemolitions

func (rcv *ScoreInfo) MutateDemolitions(n int32) bool

func (*ScoreInfo) MutateGoals

func (rcv *ScoreInfo) MutateGoals(n int32) bool

func (*ScoreInfo) MutateOwnGoals

func (rcv *ScoreInfo) MutateOwnGoals(n int32) bool

func (*ScoreInfo) MutateSaves

func (rcv *ScoreInfo) MutateSaves(n int32) bool

func (*ScoreInfo) MutateScore

func (rcv *ScoreInfo) MutateScore(n int32) bool

func (*ScoreInfo) MutateShots

func (rcv *ScoreInfo) MutateShots(n int32) bool

func (*ScoreInfo) OwnGoals

func (rcv *ScoreInfo) OwnGoals() int32

func (*ScoreInfo) Saves

func (rcv *ScoreInfo) Saves() int32

func (*ScoreInfo) Score

func (rcv *ScoreInfo) Score() int32

func (*ScoreInfo) Shots

func (rcv *ScoreInfo) Shots() int32

func (*ScoreInfo) Table

func (rcv *ScoreInfo) Table() flatbuffers.Table

type SphereShape

type SphereShape struct {
	// contains filtered or unexported fields
}

func GetRootAsSphereShape

func GetRootAsSphereShape(buf []byte, offset flatbuffers.UOffsetT) *SphereShape

func (*SphereShape) Diameter

func (rcv *SphereShape) Diameter() float32

func (*SphereShape) Init

func (rcv *SphereShape) Init(buf []byte, i flatbuffers.UOffsetT)

func (*SphereShape) MutateDiameter

func (rcv *SphereShape) MutateDiameter(n float32) bool

func (*SphereShape) Table

func (rcv *SphereShape) Table() flatbuffers.Table

type TeamInfo

type TeamInfo struct {
	// contains filtered or unexported fields
}

func GetRootAsTeamInfo

func GetRootAsTeamInfo(buf []byte, offset flatbuffers.UOffsetT) *TeamInfo

func (*TeamInfo) Init

func (rcv *TeamInfo) Init(buf []byte, i flatbuffers.UOffsetT)

func (*TeamInfo) MutateScore

func (rcv *TeamInfo) MutateScore(n int32) bool

/ number of goals scored.

func (*TeamInfo) MutateTeamIndex

func (rcv *TeamInfo) MutateTeamIndex(n int32) bool

func (*TeamInfo) Score

func (rcv *TeamInfo) Score() int32

/ number of goals scored.

func (*TeamInfo) Table

func (rcv *TeamInfo) Table() flatbuffers.Table

func (*TeamInfo) TeamIndex

func (rcv *TeamInfo) TeamIndex() int32

type TinyBall

type TinyBall struct {
	// contains filtered or unexported fields
}

/ A minimal version of the ball, useful when bandwidth needs to be conserved.

func GetRootAsTinyBall

func GetRootAsTinyBall(buf []byte, offset flatbuffers.UOffsetT) *TinyBall

func (*TinyBall) Init

func (rcv *TinyBall) Init(buf []byte, i flatbuffers.UOffsetT)

func (*TinyBall) Location

func (rcv *TinyBall) Location(obj *Vector3) *Vector3

func (*TinyBall) Table

func (rcv *TinyBall) Table() flatbuffers.Table

func (*TinyBall) Velocity

func (rcv *TinyBall) Velocity(obj *Vector3) *Vector3

type TinyPacket

type TinyPacket struct {
	// contains filtered or unexported fields
}

/ A minimal version of the game tick packet, useful when bandwidth needs to be conserved.

func GetRootAsTinyPacket

func GetRootAsTinyPacket(buf []byte, offset flatbuffers.UOffsetT) *TinyPacket

func (*TinyPacket) Ball

func (rcv *TinyPacket) Ball(obj *TinyBall) *TinyBall

func (*TinyPacket) Init

func (rcv *TinyPacket) Init(buf []byte, i flatbuffers.UOffsetT)

func (*TinyPacket) Players

func (rcv *TinyPacket) Players(obj *TinyPlayer, j int) bool

func (*TinyPacket) PlayersLength

func (rcv *TinyPacket) PlayersLength() int

func (*TinyPacket) Table

func (rcv *TinyPacket) Table() flatbuffers.Table

type TinyPlayer

type TinyPlayer struct {
	// contains filtered or unexported fields
}

/ A minimal version of player data, useful when bandwidth needs to be conserved.

func GetRootAsTinyPlayer

func GetRootAsTinyPlayer(buf []byte, offset flatbuffers.UOffsetT) *TinyPlayer

func (*TinyPlayer) Boost

func (rcv *TinyPlayer) Boost() int32

func (*TinyPlayer) HasWheelContact

func (rcv *TinyPlayer) HasWheelContact() byte

func (*TinyPlayer) Init

func (rcv *TinyPlayer) Init(buf []byte, i flatbuffers.UOffsetT)

func (*TinyPlayer) IsSupersonic

func (rcv *TinyPlayer) IsSupersonic() byte

func (*TinyPlayer) Location

func (rcv *TinyPlayer) Location(obj *Vector3) *Vector3

func (*TinyPlayer) MutateBoost

func (rcv *TinyPlayer) MutateBoost(n int32) bool

func (*TinyPlayer) MutateHasWheelContact

func (rcv *TinyPlayer) MutateHasWheelContact(n byte) bool

func (*TinyPlayer) MutateIsSupersonic

func (rcv *TinyPlayer) MutateIsSupersonic(n byte) bool

func (*TinyPlayer) MutateTeam

func (rcv *TinyPlayer) MutateTeam(n int32) bool

func (*TinyPlayer) Rotation

func (rcv *TinyPlayer) Rotation(obj *Rotator) *Rotator

func (*TinyPlayer) Table

func (rcv *TinyPlayer) Table() flatbuffers.Table

func (*TinyPlayer) Team

func (rcv *TinyPlayer) Team() int32

func (*TinyPlayer) Velocity

func (rcv *TinyPlayer) Velocity(obj *Vector3) *Vector3

type Touch

type Touch struct {
	// contains filtered or unexported fields
}

func GetRootAsTouch

func GetRootAsTouch(buf []byte, offset flatbuffers.UOffsetT) *Touch

func (*Touch) GameSeconds

func (rcv *Touch) GameSeconds() float32

/ The name of the player involved with the touch. / Seconds that had elapsed in the game when the touch occurred.

func (*Touch) Init

func (rcv *Touch) Init(buf []byte, i flatbuffers.UOffsetT)

func (*Touch) Location

func (rcv *Touch) Location(obj *Vector3) *Vector3

/ The point of contact for the touch.

func (*Touch) MutateGameSeconds

func (rcv *Touch) MutateGameSeconds(n float32) bool

/ Seconds that had elapsed in the game when the touch occurred.

func (*Touch) MutatePlayerIndex

func (rcv *Touch) MutatePlayerIndex(n int32) bool

/ The index of the player involved with the touch.

func (*Touch) MutateTeam

func (rcv *Touch) MutateTeam(n int32) bool

/ The Team which the touch belongs to, 0 for blue 1 for orange.

func (*Touch) Normal

func (rcv *Touch) Normal(obj *Vector3) *Vector3

/ The point of contact for the touch. / The direction of the touch.

func (*Touch) PlayerIndex

func (rcv *Touch) PlayerIndex() int32

/ The index of the player involved with the touch.

func (*Touch) PlayerName

func (rcv *Touch) PlayerName() []byte

/ The name of the player involved with the touch.

func (*Touch) Table

func (rcv *Touch) Table() flatbuffers.Table

func (*Touch) Team

func (rcv *Touch) Team() int32

/ The direction of the touch. / The Team which the touch belongs to, 0 for blue 1 for orange.

type Vector3

type Vector3 struct {
	// contains filtered or unexported fields
}

func (*Vector3) Init

func (rcv *Vector3) Init(buf []byte, i flatbuffers.UOffsetT)

func (*Vector3) MutateX

func (rcv *Vector3) MutateX(n float32) bool

func (*Vector3) MutateY

func (rcv *Vector3) MutateY(n float32) bool

func (*Vector3) MutateZ

func (rcv *Vector3) MutateZ(n float32) bool

func (*Vector3) Table

func (rcv *Vector3) Table() flatbuffers.Table

func (*Vector3) X

func (rcv *Vector3) X() float32

func (*Vector3) Y

func (rcv *Vector3) Y() float32

func (*Vector3) Z

func (rcv *Vector3) Z() float32

type Vector3Partial

type Vector3Partial struct {
	// contains filtered or unexported fields
}

func GetRootAsVector3Partial

func GetRootAsVector3Partial(buf []byte, offset flatbuffers.UOffsetT) *Vector3Partial

func (*Vector3Partial) Init

func (rcv *Vector3Partial) Init(buf []byte, i flatbuffers.UOffsetT)

func (*Vector3Partial) Table

func (rcv *Vector3Partial) Table() flatbuffers.Table

func (*Vector3Partial) X

func (rcv *Vector3Partial) X(obj *Float) *Float

func (*Vector3Partial) Y

func (rcv *Vector3Partial) Y(obj *Float) *Float

func (*Vector3Partial) Z

func (rcv *Vector3Partial) Z(obj *Float) *Float

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