Documentation ¶
Index ¶
- Constants
- Variables
- func BallInfoAddDropShotInfo(builder *flatbuffers.Builder, dropShotInfo flatbuffers.UOffsetT)
- func BallInfoAddLatestTouch(builder *flatbuffers.Builder, latestTouch flatbuffers.UOffsetT)
- func BallInfoAddPhysics(builder *flatbuffers.Builder, physics flatbuffers.UOffsetT)
- func BallInfoAddShape(builder *flatbuffers.Builder, shape flatbuffers.UOffsetT)
- func BallInfoAddShapeType(builder *flatbuffers.Builder, shapeType byte)
- func BallInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func BallInfoStart(builder *flatbuffers.Builder)
- func BallPredictionAddSlices(builder *flatbuffers.Builder, slices flatbuffers.UOffsetT)
- func BallPredictionEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func BallPredictionStart(builder *flatbuffers.Builder)
- func BallPredictionStartSlicesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func BallRigidBodyStateAddState(builder *flatbuffers.Builder, state flatbuffers.UOffsetT)
- func BallRigidBodyStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func BallRigidBodyStateStart(builder *flatbuffers.Builder)
- func BoostPadAddIsFullBoost(builder *flatbuffers.Builder, isFullBoost byte)
- func BoostPadAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)
- func BoostPadEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func BoostPadStart(builder *flatbuffers.Builder)
- func BoostPadStateAddIsActive(builder *flatbuffers.Builder, isActive byte)
- func BoostPadStateAddTimer(builder *flatbuffers.Builder, timer float32)
- func BoostPadStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func BoostPadStateStart(builder *flatbuffers.Builder)
- func BoxShapeAddHeight(builder *flatbuffers.Builder, height float32)
- func BoxShapeAddLength(builder *flatbuffers.Builder, length float32)
- func BoxShapeAddWidth(builder *flatbuffers.Builder, width float32)
- func BoxShapeEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func BoxShapeStart(builder *flatbuffers.Builder)
- func ColorAddA(builder *flatbuffers.Builder, a byte)
- func ColorAddB(builder *flatbuffers.Builder, b byte)
- func ColorAddG(builder *flatbuffers.Builder, g byte)
- func ColorAddR(builder *flatbuffers.Builder, r byte)
- func ColorEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func ColorStart(builder *flatbuffers.Builder)
- func ConsoleCommandAddCommand(builder *flatbuffers.Builder, command flatbuffers.UOffsetT)
- func ConsoleCommandEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func ConsoleCommandStart(builder *flatbuffers.Builder)
- func ControllerStateAddBoost(builder *flatbuffers.Builder, boost byte)
- func ControllerStateAddHandbrake(builder *flatbuffers.Builder, handbrake byte)
- func ControllerStateAddJump(builder *flatbuffers.Builder, jump byte)
- func ControllerStateAddPitch(builder *flatbuffers.Builder, pitch float32)
- func ControllerStateAddRoll(builder *flatbuffers.Builder, roll float32)
- func ControllerStateAddSteer(builder *flatbuffers.Builder, steer float32)
- func ControllerStateAddThrottle(builder *flatbuffers.Builder, throttle float32)
- func ControllerStateAddUseItem(builder *flatbuffers.Builder, useItem byte)
- func ControllerStateAddYaw(builder *flatbuffers.Builder, yaw float32)
- func ControllerStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func ControllerStateStart(builder *flatbuffers.Builder)
- func CreateBool(builder *flatbuffers.Builder, val byte) flatbuffers.UOffsetT
- func CreateFloat(builder *flatbuffers.Builder, val float32) flatbuffers.UOffsetT
- func CreateQuaternion(builder *flatbuffers.Builder, x float32, y float32, z float32, w float32) flatbuffers.UOffsetT
- func CreateRotator(builder *flatbuffers.Builder, pitch float32, yaw float32, roll float32) flatbuffers.UOffsetT
- func CreateVector3(builder *flatbuffers.Builder, x float32, y float32, z float32) flatbuffers.UOffsetT
- func CylinderShapeAddDiameter(builder *flatbuffers.Builder, diameter float32)
- func CylinderShapeAddHeight(builder *flatbuffers.Builder, height float32)
- func CylinderShapeEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func CylinderShapeStart(builder *flatbuffers.Builder)
- func DesiredBallStateAddPhysics(builder *flatbuffers.Builder, physics flatbuffers.UOffsetT)
- func DesiredBallStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func DesiredBallStateStart(builder *flatbuffers.Builder)
- func DesiredBoostStateAddRespawnTime(builder *flatbuffers.Builder, respawnTime flatbuffers.UOffsetT)
- func DesiredBoostStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func DesiredBoostStateStart(builder *flatbuffers.Builder)
- func DesiredCarStateAddBoostAmount(builder *flatbuffers.Builder, boostAmount flatbuffers.UOffsetT)
- func DesiredCarStateAddDoubleJumped(builder *flatbuffers.Builder, doubleJumped flatbuffers.UOffsetT)
- func DesiredCarStateAddJumped(builder *flatbuffers.Builder, jumped flatbuffers.UOffsetT)
- func DesiredCarStateAddPhysics(builder *flatbuffers.Builder, physics flatbuffers.UOffsetT)
- func DesiredCarStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func DesiredCarStateStart(builder *flatbuffers.Builder)
- func DesiredGameInfoStateAddGameSpeed(builder *flatbuffers.Builder, gameSpeed flatbuffers.UOffsetT)
- func DesiredGameInfoStateAddWorldGravityZ(builder *flatbuffers.Builder, worldGravityZ flatbuffers.UOffsetT)
- func DesiredGameInfoStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func DesiredGameInfoStateStart(builder *flatbuffers.Builder)
- func DesiredGameStateAddBallState(builder *flatbuffers.Builder, ballState flatbuffers.UOffsetT)
- func DesiredGameStateAddBoostStates(builder *flatbuffers.Builder, boostStates flatbuffers.UOffsetT)
- func DesiredGameStateAddCarStates(builder *flatbuffers.Builder, carStates flatbuffers.UOffsetT)
- func DesiredGameStateAddConsoleCommands(builder *flatbuffers.Builder, consoleCommands flatbuffers.UOffsetT)
- func DesiredGameStateAddGameInfoState(builder *flatbuffers.Builder, gameInfoState flatbuffers.UOffsetT)
- func DesiredGameStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func DesiredGameStateStart(builder *flatbuffers.Builder)
- func DesiredGameStateStartBoostStatesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func DesiredGameStateStartCarStatesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func DesiredGameStateStartConsoleCommandsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func DesiredPhysicsAddAngularVelocity(builder *flatbuffers.Builder, angularVelocity flatbuffers.UOffsetT)
- func DesiredPhysicsAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)
- func DesiredPhysicsAddRotation(builder *flatbuffers.Builder, rotation flatbuffers.UOffsetT)
- func DesiredPhysicsAddVelocity(builder *flatbuffers.Builder, velocity flatbuffers.UOffsetT)
- func DesiredPhysicsEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func DesiredPhysicsStart(builder *flatbuffers.Builder)
- func DropShotBallInfoAddAbsorbedForce(builder *flatbuffers.Builder, absorbedForce float32)
- func DropShotBallInfoAddDamageIndex(builder *flatbuffers.Builder, damageIndex int32)
- func DropShotBallInfoAddForceAccumRecent(builder *flatbuffers.Builder, forceAccumRecent float32)
- func DropShotBallInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func DropShotBallInfoStart(builder *flatbuffers.Builder)
- func DropshotTileAddTileState(builder *flatbuffers.Builder, tileState int8)
- func DropshotTileEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func DropshotTileStart(builder *flatbuffers.Builder)
- func FieldInfoAddBoostPads(builder *flatbuffers.Builder, boostPads flatbuffers.UOffsetT)
- func FieldInfoAddGoals(builder *flatbuffers.Builder, goals flatbuffers.UOffsetT)
- func FieldInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func FieldInfoStart(builder *flatbuffers.Builder)
- func FieldInfoStartBoostPadsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func FieldInfoStartGoalsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func GameInfoAddGameSpeed(builder *flatbuffers.Builder, gameSpeed float32)
- func GameInfoAddGameTimeRemaining(builder *flatbuffers.Builder, gameTimeRemaining float32)
- func GameInfoAddIsKickoffPause(builder *flatbuffers.Builder, isKickoffPause byte)
- func GameInfoAddIsMatchEnded(builder *flatbuffers.Builder, isMatchEnded byte)
- func GameInfoAddIsOvertime(builder *flatbuffers.Builder, isOvertime byte)
- func GameInfoAddIsRoundActive(builder *flatbuffers.Builder, isRoundActive byte)
- func GameInfoAddIsUnlimitedTime(builder *flatbuffers.Builder, isUnlimitedTime byte)
- func GameInfoAddSecondsElapsed(builder *flatbuffers.Builder, secondsElapsed float32)
- func GameInfoAddWorldGravityZ(builder *flatbuffers.Builder, worldGravityZ float32)
- func GameInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func GameInfoStart(builder *flatbuffers.Builder)
- func GameTickPacketAddBall(builder *flatbuffers.Builder, ball flatbuffers.UOffsetT)
- func GameTickPacketAddBoostPadStates(builder *flatbuffers.Builder, boostPadStates flatbuffers.UOffsetT)
- func GameTickPacketAddGameInfo(builder *flatbuffers.Builder, gameInfo flatbuffers.UOffsetT)
- func GameTickPacketAddPlayers(builder *flatbuffers.Builder, players flatbuffers.UOffsetT)
- func GameTickPacketAddTeams(builder *flatbuffers.Builder, teams flatbuffers.UOffsetT)
- func GameTickPacketAddTileInformation(builder *flatbuffers.Builder, tileInformation flatbuffers.UOffsetT)
- func GameTickPacketEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func GameTickPacketStart(builder *flatbuffers.Builder)
- func GameTickPacketStartBoostPadStatesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func GameTickPacketStartPlayersVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func GameTickPacketStartTeamsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func GameTickPacketStartTileInformationVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func GoalInfoAddDirection(builder *flatbuffers.Builder, direction flatbuffers.UOffsetT)
- func GoalInfoAddHeight(builder *flatbuffers.Builder, height float32)
- func GoalInfoAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)
- func GoalInfoAddTeamNum(builder *flatbuffers.Builder, teamNum int32)
- func GoalInfoAddWidth(builder *flatbuffers.Builder, width float32)
- func GoalInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func GoalInfoStart(builder *flatbuffers.Builder)
- func HumanPlayerEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func HumanPlayerStart(builder *flatbuffers.Builder)
- func LoadoutPaintAddAntennaPaintId(builder *flatbuffers.Builder, antennaPaintId int32)
- func LoadoutPaintAddBoostPaintId(builder *flatbuffers.Builder, boostPaintId int32)
- func LoadoutPaintAddCarPaintId(builder *flatbuffers.Builder, carPaintId int32)
- func LoadoutPaintAddDecalPaintId(builder *flatbuffers.Builder, decalPaintId int32)
- func LoadoutPaintAddGoalExplosionPaintId(builder *flatbuffers.Builder, goalExplosionPaintId int32)
- func LoadoutPaintAddHatPaintId(builder *flatbuffers.Builder, hatPaintId int32)
- func LoadoutPaintAddTrailsPaintId(builder *flatbuffers.Builder, trailsPaintId int32)
- func LoadoutPaintAddWheelsPaintId(builder *flatbuffers.Builder, wheelsPaintId int32)
- func LoadoutPaintEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func LoadoutPaintStart(builder *flatbuffers.Builder)
- func MatchSettingsAddEnableLockstep(builder *flatbuffers.Builder, enableLockstep byte)
- func MatchSettingsAddExistingMatchBehavior(builder *flatbuffers.Builder, existingMatchBehavior int8)
- func MatchSettingsAddGameMap(builder *flatbuffers.Builder, gameMap int8)
- func MatchSettingsAddGameMode(builder *flatbuffers.Builder, gameMode int8)
- func MatchSettingsAddInstantStart(builder *flatbuffers.Builder, instantStart byte)
- func MatchSettingsAddMutatorSettings(builder *flatbuffers.Builder, mutatorSettings flatbuffers.UOffsetT)
- func MatchSettingsAddPlayerConfigurations(builder *flatbuffers.Builder, playerConfigurations flatbuffers.UOffsetT)
- func MatchSettingsAddSkipReplays(builder *flatbuffers.Builder, skipReplays byte)
- func MatchSettingsEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func MatchSettingsStart(builder *flatbuffers.Builder)
- func MatchSettingsStartPlayerConfigurationsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func MutatorSettingsAddBallBouncinessOption(builder *flatbuffers.Builder, ballBouncinessOption int8)
- func MutatorSettingsAddBallMaxSpeedOption(builder *flatbuffers.Builder, ballMaxSpeedOption int8)
- func MutatorSettingsAddBallSizeOption(builder *flatbuffers.Builder, ballSizeOption int8)
- func MutatorSettingsAddBallTypeOption(builder *flatbuffers.Builder, ballTypeOption int8)
- func MutatorSettingsAddBallWeightOption(builder *flatbuffers.Builder, ballWeightOption int8)
- func MutatorSettingsAddBoostOption(builder *flatbuffers.Builder, boostOption int8)
- func MutatorSettingsAddBoostStrengthOption(builder *flatbuffers.Builder, boostStrengthOption int8)
- func MutatorSettingsAddDemolishOption(builder *flatbuffers.Builder, demolishOption int8)
- func MutatorSettingsAddGameSpeedOption(builder *flatbuffers.Builder, gameSpeedOption int8)
- func MutatorSettingsAddGravityOption(builder *flatbuffers.Builder, gravityOption int8)
- func MutatorSettingsAddMatchLength(builder *flatbuffers.Builder, matchLength int8)
- func MutatorSettingsAddMaxScore(builder *flatbuffers.Builder, maxScore int8)
- func MutatorSettingsAddOvertimeOption(builder *flatbuffers.Builder, overtimeOption int8)
- func MutatorSettingsAddRespawnTimeOption(builder *flatbuffers.Builder, respawnTimeOption int8)
- func MutatorSettingsAddRumbleOption(builder *flatbuffers.Builder, rumbleOption int8)
- func MutatorSettingsAddSeriesLengthOption(builder *flatbuffers.Builder, seriesLengthOption int8)
- func MutatorSettingsEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func MutatorSettingsStart(builder *flatbuffers.Builder)
- func PartyMemberBotPlayerEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func PartyMemberBotPlayerStart(builder *flatbuffers.Builder)
- func PhysicsAddAngularVelocity(builder *flatbuffers.Builder, angularVelocity flatbuffers.UOffsetT)
- func PhysicsAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)
- func PhysicsAddRotation(builder *flatbuffers.Builder, rotation flatbuffers.UOffsetT)
- func PhysicsAddVelocity(builder *flatbuffers.Builder, velocity flatbuffers.UOffsetT)
- func PhysicsEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func PhysicsStart(builder *flatbuffers.Builder)
- func PlayerConfigurationAddLoadout(builder *flatbuffers.Builder, loadout flatbuffers.UOffsetT)
- func PlayerConfigurationAddName(builder *flatbuffers.Builder, name flatbuffers.UOffsetT)
- func PlayerConfigurationAddTeam(builder *flatbuffers.Builder, team int32)
- func PlayerConfigurationAddVariety(builder *flatbuffers.Builder, variety flatbuffers.UOffsetT)
- func PlayerConfigurationAddVarietyType(builder *flatbuffers.Builder, varietyType byte)
- func PlayerConfigurationEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func PlayerConfigurationStart(builder *flatbuffers.Builder)
- func PlayerInfoAddBoost(builder *flatbuffers.Builder, boost int32)
- func PlayerInfoAddDoubleJumped(builder *flatbuffers.Builder, doubleJumped byte)
- func PlayerInfoAddHasWheelContact(builder *flatbuffers.Builder, hasWheelContact byte)
- func PlayerInfoAddHitbox(builder *flatbuffers.Builder, hitbox flatbuffers.UOffsetT)
- func PlayerInfoAddIsBot(builder *flatbuffers.Builder, isBot byte)
- func PlayerInfoAddIsDemolished(builder *flatbuffers.Builder, isDemolished byte)
- func PlayerInfoAddIsSupersonic(builder *flatbuffers.Builder, isSupersonic byte)
- func PlayerInfoAddJumped(builder *flatbuffers.Builder, jumped byte)
- func PlayerInfoAddName(builder *flatbuffers.Builder, name flatbuffers.UOffsetT)
- func PlayerInfoAddPhysics(builder *flatbuffers.Builder, physics flatbuffers.UOffsetT)
- func PlayerInfoAddScoreInfo(builder *flatbuffers.Builder, scoreInfo flatbuffers.UOffsetT)
- func PlayerInfoAddTeam(builder *flatbuffers.Builder, team int32)
- func PlayerInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func PlayerInfoStart(builder *flatbuffers.Builder)
- func PlayerInputAddControllerState(builder *flatbuffers.Builder, controllerState flatbuffers.UOffsetT)
- func PlayerInputAddPlayerIndex(builder *flatbuffers.Builder, playerIndex int32)
- func PlayerInputEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func PlayerInputStart(builder *flatbuffers.Builder)
- func PlayerLoadoutAddAntennaId(builder *flatbuffers.Builder, antennaId int32)
- func PlayerLoadoutAddBoostId(builder *flatbuffers.Builder, boostId int32)
- func PlayerLoadoutAddCarId(builder *flatbuffers.Builder, carId int32)
- func PlayerLoadoutAddCustomColorId(builder *flatbuffers.Builder, customColorId int32)
- func PlayerLoadoutAddCustomFinishId(builder *flatbuffers.Builder, customFinishId int32)
- func PlayerLoadoutAddDecalId(builder *flatbuffers.Builder, decalId int32)
- func PlayerLoadoutAddEngineAudioId(builder *flatbuffers.Builder, engineAudioId int32)
- func PlayerLoadoutAddGoalExplosionId(builder *flatbuffers.Builder, goalExplosionId int32)
- func PlayerLoadoutAddHatId(builder *flatbuffers.Builder, hatId int32)
- func PlayerLoadoutAddLoadoutPaint(builder *flatbuffers.Builder, loadoutPaint flatbuffers.UOffsetT)
- func PlayerLoadoutAddPaintFinishId(builder *flatbuffers.Builder, paintFinishId int32)
- func PlayerLoadoutAddTeamColorId(builder *flatbuffers.Builder, teamColorId int32)
- func PlayerLoadoutAddTrailsId(builder *flatbuffers.Builder, trailsId int32)
- func PlayerLoadoutAddWheelsId(builder *flatbuffers.Builder, wheelsId int32)
- func PlayerLoadoutEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func PlayerLoadoutStart(builder *flatbuffers.Builder)
- func PlayerRigidBodyStateAddInput(builder *flatbuffers.Builder, input flatbuffers.UOffsetT)
- func PlayerRigidBodyStateAddState(builder *flatbuffers.Builder, state flatbuffers.UOffsetT)
- func PlayerRigidBodyStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func PlayerRigidBodyStateStart(builder *flatbuffers.Builder)
- func PredictionSliceAddGameSeconds(builder *flatbuffers.Builder, gameSeconds float32)
- func PredictionSliceAddPhysics(builder *flatbuffers.Builder, physics flatbuffers.UOffsetT)
- func PredictionSliceEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func PredictionSliceStart(builder *flatbuffers.Builder)
- func PsyonixBotPlayerAddBotSkill(builder *flatbuffers.Builder, botSkill float32)
- func PsyonixBotPlayerEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func PsyonixBotPlayerStart(builder *flatbuffers.Builder)
- func QuickChatAddMessageIndex(builder *flatbuffers.Builder, messageIndex int32)
- func QuickChatAddPlayerIndex(builder *flatbuffers.Builder, playerIndex int32)
- func QuickChatAddQuickChatSelection(builder *flatbuffers.Builder, quickChatSelection int8)
- func QuickChatAddTeamOnly(builder *flatbuffers.Builder, teamOnly byte)
- func QuickChatAddTimeStamp(builder *flatbuffers.Builder, timeStamp float32)
- func QuickChatEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func QuickChatMessagesAddMessages(builder *flatbuffers.Builder, messages flatbuffers.UOffsetT)
- func QuickChatMessagesEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func QuickChatMessagesStart(builder *flatbuffers.Builder)
- func QuickChatMessagesStartMessagesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func QuickChatStart(builder *flatbuffers.Builder)
- func RLBotPlayerEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func RLBotPlayerStart(builder *flatbuffers.Builder)
- func RenderGroupAddId(builder *flatbuffers.Builder, id int32)
- func RenderGroupAddRenderMessages(builder *flatbuffers.Builder, renderMessages flatbuffers.UOffsetT)
- func RenderGroupEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func RenderGroupStart(builder *flatbuffers.Builder)
- func RenderGroupStartRenderMessagesVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func RenderMessageAddColor(builder *flatbuffers.Builder, color flatbuffers.UOffsetT)
- func RenderMessageAddEnd(builder *flatbuffers.Builder, end flatbuffers.UOffsetT)
- func RenderMessageAddIsFilled(builder *flatbuffers.Builder, isFilled byte)
- func RenderMessageAddRenderType(builder *flatbuffers.Builder, renderType int8)
- func RenderMessageAddScaleX(builder *flatbuffers.Builder, scaleX int32)
- func RenderMessageAddScaleY(builder *flatbuffers.Builder, scaleY int32)
- func RenderMessageAddStart(builder *flatbuffers.Builder, start flatbuffers.UOffsetT)
- func RenderMessageAddText(builder *flatbuffers.Builder, text flatbuffers.UOffsetT)
- func RenderMessageEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func RenderMessageStart(builder *flatbuffers.Builder)
- func RigidBodyStateAddAngularVelocity(builder *flatbuffers.Builder, angularVelocity flatbuffers.UOffsetT)
- func RigidBodyStateAddFrame(builder *flatbuffers.Builder, frame int32)
- func RigidBodyStateAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)
- func RigidBodyStateAddRotation(builder *flatbuffers.Builder, rotation flatbuffers.UOffsetT)
- func RigidBodyStateAddVelocity(builder *flatbuffers.Builder, velocity flatbuffers.UOffsetT)
- func RigidBodyStateEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func RigidBodyStateStart(builder *flatbuffers.Builder)
- func RigidBodyTickAddBall(builder *flatbuffers.Builder, ball flatbuffers.UOffsetT)
- func RigidBodyTickAddPlayers(builder *flatbuffers.Builder, players flatbuffers.UOffsetT)
- func RigidBodyTickEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func RigidBodyTickStart(builder *flatbuffers.Builder)
- func RigidBodyTickStartPlayersVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func RotatorPartialAddPitch(builder *flatbuffers.Builder, pitch flatbuffers.UOffsetT)
- func RotatorPartialAddRoll(builder *flatbuffers.Builder, roll flatbuffers.UOffsetT)
- func RotatorPartialAddYaw(builder *flatbuffers.Builder, yaw flatbuffers.UOffsetT)
- func RotatorPartialEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func RotatorPartialStart(builder *flatbuffers.Builder)
- func ScoreInfoAddAssists(builder *flatbuffers.Builder, assists int32)
- func ScoreInfoAddDemolitions(builder *flatbuffers.Builder, demolitions int32)
- func ScoreInfoAddGoals(builder *flatbuffers.Builder, goals int32)
- func ScoreInfoAddOwnGoals(builder *flatbuffers.Builder, ownGoals int32)
- func ScoreInfoAddSaves(builder *flatbuffers.Builder, saves int32)
- func ScoreInfoAddScore(builder *flatbuffers.Builder, score int32)
- func ScoreInfoAddShots(builder *flatbuffers.Builder, shots int32)
- func ScoreInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func ScoreInfoStart(builder *flatbuffers.Builder)
- func SphereShapeAddDiameter(builder *flatbuffers.Builder, diameter float32)
- func SphereShapeEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func SphereShapeStart(builder *flatbuffers.Builder)
- func TeamInfoAddScore(builder *flatbuffers.Builder, score int32)
- func TeamInfoAddTeamIndex(builder *flatbuffers.Builder, teamIndex int32)
- func TeamInfoEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func TeamInfoStart(builder *flatbuffers.Builder)
- func TinyBallAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)
- func TinyBallAddVelocity(builder *flatbuffers.Builder, velocity flatbuffers.UOffsetT)
- func TinyBallEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func TinyBallStart(builder *flatbuffers.Builder)
- func TinyPacketAddBall(builder *flatbuffers.Builder, ball flatbuffers.UOffsetT)
- func TinyPacketAddPlayers(builder *flatbuffers.Builder, players flatbuffers.UOffsetT)
- func TinyPacketEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func TinyPacketStart(builder *flatbuffers.Builder)
- func TinyPacketStartPlayersVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT
- func TinyPlayerAddBoost(builder *flatbuffers.Builder, boost int32)
- func TinyPlayerAddHasWheelContact(builder *flatbuffers.Builder, hasWheelContact byte)
- func TinyPlayerAddIsSupersonic(builder *flatbuffers.Builder, isSupersonic byte)
- func TinyPlayerAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)
- func TinyPlayerAddRotation(builder *flatbuffers.Builder, rotation flatbuffers.UOffsetT)
- func TinyPlayerAddTeam(builder *flatbuffers.Builder, team int32)
- func TinyPlayerAddVelocity(builder *flatbuffers.Builder, velocity flatbuffers.UOffsetT)
- func TinyPlayerEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func TinyPlayerStart(builder *flatbuffers.Builder)
- func TouchAddGameSeconds(builder *flatbuffers.Builder, gameSeconds float32)
- func TouchAddLocation(builder *flatbuffers.Builder, location flatbuffers.UOffsetT)
- func TouchAddNormal(builder *flatbuffers.Builder, normal flatbuffers.UOffsetT)
- func TouchAddPlayerIndex(builder *flatbuffers.Builder, playerIndex int32)
- func TouchAddPlayerName(builder *flatbuffers.Builder, playerName flatbuffers.UOffsetT)
- func TouchAddTeam(builder *flatbuffers.Builder, team int32)
- func TouchEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func TouchStart(builder *flatbuffers.Builder)
- func Vector3PartialAddX(builder *flatbuffers.Builder, x flatbuffers.UOffsetT)
- func Vector3PartialAddY(builder *flatbuffers.Builder, y flatbuffers.UOffsetT)
- func Vector3PartialAddZ(builder *flatbuffers.Builder, z flatbuffers.UOffsetT)
- func Vector3PartialEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT
- func Vector3PartialStart(builder *flatbuffers.Builder)
- type BallInfo
- func (rcv *BallInfo) DropShotInfo(obj *DropShotBallInfo) *DropShotBallInfo
- func (rcv *BallInfo) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *BallInfo) LatestTouch(obj *Touch) *Touch
- func (rcv *BallInfo) MutateShapeType(n byte) bool
- func (rcv *BallInfo) Physics(obj *Physics) *Physics
- func (rcv *BallInfo) Shape(obj *flatbuffers.Table) bool
- func (rcv *BallInfo) ShapeType() byte
- func (rcv *BallInfo) Table() flatbuffers.Table
- type BallPrediction
- type BallRigidBodyState
- type Bool
- type BoostPad
- type BoostPadState
- func (rcv *BoostPadState) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *BoostPadState) IsActive() byte
- func (rcv *BoostPadState) MutateIsActive(n byte) bool
- func (rcv *BoostPadState) MutateTimer(n float32) bool
- func (rcv *BoostPadState) Table() flatbuffers.Table
- func (rcv *BoostPadState) Timer() float32
- type BoxShape
- func (rcv *BoxShape) Height() float32
- func (rcv *BoxShape) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *BoxShape) Length() float32
- func (rcv *BoxShape) MutateHeight(n float32) bool
- func (rcv *BoxShape) MutateLength(n float32) bool
- func (rcv *BoxShape) MutateWidth(n float32) bool
- func (rcv *BoxShape) Table() flatbuffers.Table
- func (rcv *BoxShape) Width() float32
- type Color
- func (rcv *Color) A() byte
- func (rcv *Color) B() byte
- func (rcv *Color) G() byte
- func (rcv *Color) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *Color) MutateA(n byte) bool
- func (rcv *Color) MutateB(n byte) bool
- func (rcv *Color) MutateG(n byte) bool
- func (rcv *Color) MutateR(n byte) bool
- func (rcv *Color) R() byte
- func (rcv *Color) Table() flatbuffers.Table
- type ConsoleCommand
- type ControllerState
- func (rcv *ControllerState) Boost() byte
- func (rcv *ControllerState) Handbrake() byte
- func (rcv *ControllerState) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *ControllerState) Jump() byte
- func (rcv *ControllerState) MutateBoost(n byte) bool
- func (rcv *ControllerState) MutateHandbrake(n byte) bool
- func (rcv *ControllerState) MutateJump(n byte) bool
- func (rcv *ControllerState) MutatePitch(n float32) bool
- func (rcv *ControllerState) MutateRoll(n float32) bool
- func (rcv *ControllerState) MutateSteer(n float32) bool
- func (rcv *ControllerState) MutateThrottle(n float32) bool
- func (rcv *ControllerState) MutateUseItem(n byte) bool
- func (rcv *ControllerState) MutateYaw(n float32) bool
- func (rcv *ControllerState) Pitch() float32
- func (rcv *ControllerState) Roll() float32
- func (rcv *ControllerState) Steer() float32
- func (rcv *ControllerState) Table() flatbuffers.Table
- func (rcv *ControllerState) Throttle() float32
- func (rcv *ControllerState) UseItem() byte
- func (rcv *ControllerState) Yaw() float32
- type CylinderShape
- func (rcv *CylinderShape) Diameter() float32
- func (rcv *CylinderShape) Height() float32
- func (rcv *CylinderShape) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *CylinderShape) MutateDiameter(n float32) bool
- func (rcv *CylinderShape) MutateHeight(n float32) bool
- func (rcv *CylinderShape) Table() flatbuffers.Table
- type DesiredBallState
- type DesiredBoostState
- type DesiredCarState
- func (rcv *DesiredCarState) BoostAmount(obj *Float) *Float
- func (rcv *DesiredCarState) DoubleJumped(obj *Bool) *Bool
- func (rcv *DesiredCarState) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *DesiredCarState) Jumped(obj *Bool) *Bool
- func (rcv *DesiredCarState) Physics(obj *DesiredPhysics) *DesiredPhysics
- func (rcv *DesiredCarState) Table() flatbuffers.Table
- type DesiredGameInfoState
- type DesiredGameState
- func (rcv *DesiredGameState) BallState(obj *DesiredBallState) *DesiredBallState
- func (rcv *DesiredGameState) BoostStates(obj *DesiredBoostState, j int) bool
- func (rcv *DesiredGameState) BoostStatesLength() int
- func (rcv *DesiredGameState) CarStates(obj *DesiredCarState, j int) bool
- func (rcv *DesiredGameState) CarStatesLength() int
- func (rcv *DesiredGameState) ConsoleCommands(obj *ConsoleCommand, j int) bool
- func (rcv *DesiredGameState) ConsoleCommandsLength() int
- func (rcv *DesiredGameState) GameInfoState(obj *DesiredGameInfoState) *DesiredGameInfoState
- func (rcv *DesiredGameState) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *DesiredGameState) Table() flatbuffers.Table
- type DesiredPhysics
- func (rcv *DesiredPhysics) AngularVelocity(obj *Vector3Partial) *Vector3Partial
- func (rcv *DesiredPhysics) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *DesiredPhysics) Location(obj *Vector3Partial) *Vector3Partial
- func (rcv *DesiredPhysics) Rotation(obj *RotatorPartial) *RotatorPartial
- func (rcv *DesiredPhysics) Table() flatbuffers.Table
- func (rcv *DesiredPhysics) Velocity(obj *Vector3Partial) *Vector3Partial
- type DropShotBallInfo
- func (rcv *DropShotBallInfo) AbsorbedForce() float32
- func (rcv *DropShotBallInfo) DamageIndex() int32
- func (rcv *DropShotBallInfo) ForceAccumRecent() float32
- func (rcv *DropShotBallInfo) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *DropShotBallInfo) MutateAbsorbedForce(n float32) bool
- func (rcv *DropShotBallInfo) MutateDamageIndex(n int32) bool
- func (rcv *DropShotBallInfo) MutateForceAccumRecent(n float32) bool
- func (rcv *DropShotBallInfo) Table() flatbuffers.Table
- type DropshotTile
- type FieldInfo
- func (rcv *FieldInfo) BoostPads(obj *BoostPad, j int) bool
- func (rcv *FieldInfo) BoostPadsLength() int
- func (rcv *FieldInfo) Goals(obj *GoalInfo, j int) bool
- func (rcv *FieldInfo) GoalsLength() int
- func (rcv *FieldInfo) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *FieldInfo) Table() flatbuffers.Table
- type Float
- type GameInfo
- func (rcv *GameInfo) GameSpeed() float32
- func (rcv *GameInfo) GameTimeRemaining() float32
- func (rcv *GameInfo) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *GameInfo) IsKickoffPause() byte
- func (rcv *GameInfo) IsMatchEnded() byte
- func (rcv *GameInfo) IsOvertime() byte
- func (rcv *GameInfo) IsRoundActive() byte
- func (rcv *GameInfo) IsUnlimitedTime() byte
- func (rcv *GameInfo) MutateGameSpeed(n float32) bool
- func (rcv *GameInfo) MutateGameTimeRemaining(n float32) bool
- func (rcv *GameInfo) MutateIsKickoffPause(n byte) bool
- func (rcv *GameInfo) MutateIsMatchEnded(n byte) bool
- func (rcv *GameInfo) MutateIsOvertime(n byte) bool
- func (rcv *GameInfo) MutateIsRoundActive(n byte) bool
- func (rcv *GameInfo) MutateIsUnlimitedTime(n byte) bool
- func (rcv *GameInfo) MutateSecondsElapsed(n float32) bool
- func (rcv *GameInfo) MutateWorldGravityZ(n float32) bool
- func (rcv *GameInfo) SecondsElapsed() float32
- func (rcv *GameInfo) Table() flatbuffers.Table
- func (rcv *GameInfo) WorldGravityZ() float32
- type GameTickPacket
- func (rcv *GameTickPacket) Ball(obj *BallInfo) *BallInfo
- func (rcv *GameTickPacket) BoostPadStates(obj *BoostPadState, j int) bool
- func (rcv *GameTickPacket) BoostPadStatesLength() int
- func (rcv *GameTickPacket) GameInfo(obj *GameInfo) *GameInfo
- func (rcv *GameTickPacket) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *GameTickPacket) Players(obj *PlayerInfo, j int) bool
- func (rcv *GameTickPacket) PlayersLength() int
- func (rcv *GameTickPacket) Table() flatbuffers.Table
- func (rcv *GameTickPacket) Teams(obj *TeamInfo, j int) bool
- func (rcv *GameTickPacket) TeamsLength() int
- func (rcv *GameTickPacket) TileInformation(obj *DropshotTile, j int) bool
- func (rcv *GameTickPacket) TileInformationLength() int
- type GoalInfo
- func (rcv *GoalInfo) Direction(obj *Vector3) *Vector3
- func (rcv *GoalInfo) Height() float32
- func (rcv *GoalInfo) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *GoalInfo) Location(obj *Vector3) *Vector3
- func (rcv *GoalInfo) MutateHeight(n float32) bool
- func (rcv *GoalInfo) MutateTeamNum(n int32) bool
- func (rcv *GoalInfo) MutateWidth(n float32) bool
- func (rcv *GoalInfo) Table() flatbuffers.Table
- func (rcv *GoalInfo) TeamNum() int32
- func (rcv *GoalInfo) Width() float32
- type HumanPlayer
- type LoadoutPaint
- func (rcv *LoadoutPaint) AntennaPaintId() int32
- func (rcv *LoadoutPaint) BoostPaintId() int32
- func (rcv *LoadoutPaint) CarPaintId() int32
- func (rcv *LoadoutPaint) DecalPaintId() int32
- func (rcv *LoadoutPaint) GoalExplosionPaintId() int32
- func (rcv *LoadoutPaint) HatPaintId() int32
- func (rcv *LoadoutPaint) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *LoadoutPaint) MutateAntennaPaintId(n int32) bool
- func (rcv *LoadoutPaint) MutateBoostPaintId(n int32) bool
- func (rcv *LoadoutPaint) MutateCarPaintId(n int32) bool
- func (rcv *LoadoutPaint) MutateDecalPaintId(n int32) bool
- func (rcv *LoadoutPaint) MutateGoalExplosionPaintId(n int32) bool
- func (rcv *LoadoutPaint) MutateHatPaintId(n int32) bool
- func (rcv *LoadoutPaint) MutateTrailsPaintId(n int32) bool
- func (rcv *LoadoutPaint) MutateWheelsPaintId(n int32) bool
- func (rcv *LoadoutPaint) Table() flatbuffers.Table
- func (rcv *LoadoutPaint) TrailsPaintId() int32
- func (rcv *LoadoutPaint) WheelsPaintId() int32
- type MatchSettings
- func (rcv *MatchSettings) EnableLockstep() byte
- func (rcv *MatchSettings) ExistingMatchBehavior() int8
- func (rcv *MatchSettings) GameMap() int8
- func (rcv *MatchSettings) GameMode() int8
- func (rcv *MatchSettings) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *MatchSettings) InstantStart() byte
- func (rcv *MatchSettings) MutateEnableLockstep(n byte) bool
- func (rcv *MatchSettings) MutateExistingMatchBehavior(n int8) bool
- func (rcv *MatchSettings) MutateGameMap(n int8) bool
- func (rcv *MatchSettings) MutateGameMode(n int8) bool
- func (rcv *MatchSettings) MutateInstantStart(n byte) bool
- func (rcv *MatchSettings) MutateSkipReplays(n byte) bool
- func (rcv *MatchSettings) MutatorSettings(obj *MutatorSettings) *MutatorSettings
- func (rcv *MatchSettings) PlayerConfigurations(obj *PlayerConfiguration, j int) bool
- func (rcv *MatchSettings) PlayerConfigurationsLength() int
- func (rcv *MatchSettings) SkipReplays() byte
- func (rcv *MatchSettings) Table() flatbuffers.Table
- type MutatorSettings
- func (rcv *MutatorSettings) BallBouncinessOption() int8
- func (rcv *MutatorSettings) BallMaxSpeedOption() int8
- func (rcv *MutatorSettings) BallSizeOption() int8
- func (rcv *MutatorSettings) BallTypeOption() int8
- func (rcv *MutatorSettings) BallWeightOption() int8
- func (rcv *MutatorSettings) BoostOption() int8
- func (rcv *MutatorSettings) BoostStrengthOption() int8
- func (rcv *MutatorSettings) DemolishOption() int8
- func (rcv *MutatorSettings) GameSpeedOption() int8
- func (rcv *MutatorSettings) GravityOption() int8
- func (rcv *MutatorSettings) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *MutatorSettings) MatchLength() int8
- func (rcv *MutatorSettings) MaxScore() int8
- func (rcv *MutatorSettings) MutateBallBouncinessOption(n int8) bool
- func (rcv *MutatorSettings) MutateBallMaxSpeedOption(n int8) bool
- func (rcv *MutatorSettings) MutateBallSizeOption(n int8) bool
- func (rcv *MutatorSettings) MutateBallTypeOption(n int8) bool
- func (rcv *MutatorSettings) MutateBallWeightOption(n int8) bool
- func (rcv *MutatorSettings) MutateBoostOption(n int8) bool
- func (rcv *MutatorSettings) MutateBoostStrengthOption(n int8) bool
- func (rcv *MutatorSettings) MutateDemolishOption(n int8) bool
- func (rcv *MutatorSettings) MutateGameSpeedOption(n int8) bool
- func (rcv *MutatorSettings) MutateGravityOption(n int8) bool
- func (rcv *MutatorSettings) MutateMatchLength(n int8) bool
- func (rcv *MutatorSettings) MutateMaxScore(n int8) bool
- func (rcv *MutatorSettings) MutateOvertimeOption(n int8) bool
- func (rcv *MutatorSettings) MutateRespawnTimeOption(n int8) bool
- func (rcv *MutatorSettings) MutateRumbleOption(n int8) bool
- func (rcv *MutatorSettings) MutateSeriesLengthOption(n int8) bool
- func (rcv *MutatorSettings) OvertimeOption() int8
- func (rcv *MutatorSettings) RespawnTimeOption() int8
- func (rcv *MutatorSettings) RumbleOption() int8
- func (rcv *MutatorSettings) SeriesLengthOption() int8
- func (rcv *MutatorSettings) Table() flatbuffers.Table
- type PartyMemberBotPlayer
- type Physics
- func (rcv *Physics) AngularVelocity(obj *Vector3) *Vector3
- func (rcv *Physics) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *Physics) Location(obj *Vector3) *Vector3
- func (rcv *Physics) Rotation(obj *Rotator) *Rotator
- func (rcv *Physics) Table() flatbuffers.Table
- func (rcv *Physics) Velocity(obj *Vector3) *Vector3
- type PlayerConfiguration
- func (rcv *PlayerConfiguration) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *PlayerConfiguration) Loadout(obj *PlayerLoadout) *PlayerLoadout
- func (rcv *PlayerConfiguration) MutateTeam(n int32) bool
- func (rcv *PlayerConfiguration) MutateVarietyType(n byte) bool
- func (rcv *PlayerConfiguration) Name() []byte
- func (rcv *PlayerConfiguration) Table() flatbuffers.Table
- func (rcv *PlayerConfiguration) Team() int32
- func (rcv *PlayerConfiguration) Variety(obj *flatbuffers.Table) bool
- func (rcv *PlayerConfiguration) VarietyType() byte
- type PlayerInfo
- func (rcv *PlayerInfo) Boost() int32
- func (rcv *PlayerInfo) DoubleJumped() byte
- func (rcv *PlayerInfo) HasWheelContact() byte
- func (rcv *PlayerInfo) Hitbox(obj *BoxShape) *BoxShape
- func (rcv *PlayerInfo) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *PlayerInfo) IsBot() byte
- func (rcv *PlayerInfo) IsDemolished() byte
- func (rcv *PlayerInfo) IsSupersonic() byte
- func (rcv *PlayerInfo) Jumped() byte
- func (rcv *PlayerInfo) MutateBoost(n int32) bool
- func (rcv *PlayerInfo) MutateDoubleJumped(n byte) bool
- func (rcv *PlayerInfo) MutateHasWheelContact(n byte) bool
- func (rcv *PlayerInfo) MutateIsBot(n byte) bool
- func (rcv *PlayerInfo) MutateIsDemolished(n byte) bool
- func (rcv *PlayerInfo) MutateIsSupersonic(n byte) bool
- func (rcv *PlayerInfo) MutateJumped(n byte) bool
- func (rcv *PlayerInfo) MutateTeam(n int32) bool
- func (rcv *PlayerInfo) Name() []byte
- func (rcv *PlayerInfo) Physics(obj *Physics) *Physics
- func (rcv *PlayerInfo) ScoreInfo(obj *ScoreInfo) *ScoreInfo
- func (rcv *PlayerInfo) Table() flatbuffers.Table
- func (rcv *PlayerInfo) Team() int32
- type PlayerInput
- type PlayerLoadout
- func (rcv *PlayerLoadout) AntennaId() int32
- func (rcv *PlayerLoadout) BoostId() int32
- func (rcv *PlayerLoadout) CarId() int32
- func (rcv *PlayerLoadout) CustomColorId() int32
- func (rcv *PlayerLoadout) CustomFinishId() int32
- func (rcv *PlayerLoadout) DecalId() int32
- func (rcv *PlayerLoadout) EngineAudioId() int32
- func (rcv *PlayerLoadout) GoalExplosionId() int32
- func (rcv *PlayerLoadout) HatId() int32
- func (rcv *PlayerLoadout) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *PlayerLoadout) LoadoutPaint(obj *LoadoutPaint) *LoadoutPaint
- func (rcv *PlayerLoadout) MutateAntennaId(n int32) bool
- func (rcv *PlayerLoadout) MutateBoostId(n int32) bool
- func (rcv *PlayerLoadout) MutateCarId(n int32) bool
- func (rcv *PlayerLoadout) MutateCustomColorId(n int32) bool
- func (rcv *PlayerLoadout) MutateCustomFinishId(n int32) bool
- func (rcv *PlayerLoadout) MutateDecalId(n int32) bool
- func (rcv *PlayerLoadout) MutateEngineAudioId(n int32) bool
- func (rcv *PlayerLoadout) MutateGoalExplosionId(n int32) bool
- func (rcv *PlayerLoadout) MutateHatId(n int32) bool
- func (rcv *PlayerLoadout) MutatePaintFinishId(n int32) bool
- func (rcv *PlayerLoadout) MutateTeamColorId(n int32) bool
- func (rcv *PlayerLoadout) MutateTrailsId(n int32) bool
- func (rcv *PlayerLoadout) MutateWheelsId(n int32) bool
- func (rcv *PlayerLoadout) PaintFinishId() int32
- func (rcv *PlayerLoadout) Table() flatbuffers.Table
- func (rcv *PlayerLoadout) TeamColorId() int32
- func (rcv *PlayerLoadout) TrailsId() int32
- func (rcv *PlayerLoadout) WheelsId() int32
- type PlayerRigidBodyState
- type PredictionSlice
- type PsyonixBotPlayer
- type Quaternion
- func (rcv *Quaternion) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *Quaternion) MutateW(n float32) bool
- func (rcv *Quaternion) MutateX(n float32) bool
- func (rcv *Quaternion) MutateY(n float32) bool
- func (rcv *Quaternion) MutateZ(n float32) bool
- func (rcv *Quaternion) Table() flatbuffers.Table
- func (rcv *Quaternion) W() float32
- func (rcv *Quaternion) X() float32
- func (rcv *Quaternion) Y() float32
- func (rcv *Quaternion) Z() float32
- type QuickChat
- func (rcv *QuickChat) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *QuickChat) MessageIndex() int32
- func (rcv *QuickChat) MutateMessageIndex(n int32) bool
- func (rcv *QuickChat) MutatePlayerIndex(n int32) bool
- func (rcv *QuickChat) MutateQuickChatSelection(n int8) bool
- func (rcv *QuickChat) MutateTeamOnly(n byte) bool
- func (rcv *QuickChat) MutateTimeStamp(n float32) bool
- func (rcv *QuickChat) PlayerIndex() int32
- func (rcv *QuickChat) QuickChatSelection() int8
- func (rcv *QuickChat) Table() flatbuffers.Table
- func (rcv *QuickChat) TeamOnly() byte
- func (rcv *QuickChat) TimeStamp() float32
- type QuickChatMessages
- type RLBotPlayer
- type RenderGroup
- func (rcv *RenderGroup) Id() int32
- func (rcv *RenderGroup) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *RenderGroup) MutateId(n int32) bool
- func (rcv *RenderGroup) RenderMessages(obj *RenderMessage, j int) bool
- func (rcv *RenderGroup) RenderMessagesLength() int
- func (rcv *RenderGroup) Table() flatbuffers.Table
- type RenderMessage
- func (rcv *RenderMessage) Color(obj *Color) *Color
- func (rcv *RenderMessage) End(obj *Vector3) *Vector3
- func (rcv *RenderMessage) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *RenderMessage) IsFilled() byte
- func (rcv *RenderMessage) MutateIsFilled(n byte) bool
- func (rcv *RenderMessage) MutateRenderType(n int8) bool
- func (rcv *RenderMessage) MutateScaleX(n int32) bool
- func (rcv *RenderMessage) MutateScaleY(n int32) bool
- func (rcv *RenderMessage) RenderType() int8
- func (rcv *RenderMessage) ScaleX() int32
- func (rcv *RenderMessage) ScaleY() int32
- func (rcv *RenderMessage) Start(obj *Vector3) *Vector3
- func (rcv *RenderMessage) Table() flatbuffers.Table
- func (rcv *RenderMessage) Text() []byte
- type RigidBodyState
- func (rcv *RigidBodyState) AngularVelocity(obj *Vector3) *Vector3
- func (rcv *RigidBodyState) Frame() int32
- func (rcv *RigidBodyState) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *RigidBodyState) Location(obj *Vector3) *Vector3
- func (rcv *RigidBodyState) MutateFrame(n int32) bool
- func (rcv *RigidBodyState) Rotation(obj *Quaternion) *Quaternion
- func (rcv *RigidBodyState) Table() flatbuffers.Table
- func (rcv *RigidBodyState) Velocity(obj *Vector3) *Vector3
- type RigidBodyTick
- func (rcv *RigidBodyTick) Ball(obj *BallRigidBodyState) *BallRigidBodyState
- func (rcv *RigidBodyTick) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *RigidBodyTick) Players(obj *PlayerRigidBodyState, j int) bool
- func (rcv *RigidBodyTick) PlayersLength() int
- func (rcv *RigidBodyTick) Table() flatbuffers.Table
- type Rotator
- func (rcv *Rotator) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *Rotator) MutatePitch(n float32) bool
- func (rcv *Rotator) MutateRoll(n float32) bool
- func (rcv *Rotator) MutateYaw(n float32) bool
- func (rcv *Rotator) Pitch() float32
- func (rcv *Rotator) Roll() float32
- func (rcv *Rotator) Table() flatbuffers.Table
- func (rcv *Rotator) Yaw() float32
- type RotatorPartial
- type ScoreInfo
- func (rcv *ScoreInfo) Assists() int32
- func (rcv *ScoreInfo) Demolitions() int32
- func (rcv *ScoreInfo) Goals() int32
- func (rcv *ScoreInfo) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *ScoreInfo) MutateAssists(n int32) bool
- func (rcv *ScoreInfo) MutateDemolitions(n int32) bool
- func (rcv *ScoreInfo) MutateGoals(n int32) bool
- func (rcv *ScoreInfo) MutateOwnGoals(n int32) bool
- func (rcv *ScoreInfo) MutateSaves(n int32) bool
- func (rcv *ScoreInfo) MutateScore(n int32) bool
- func (rcv *ScoreInfo) MutateShots(n int32) bool
- func (rcv *ScoreInfo) OwnGoals() int32
- func (rcv *ScoreInfo) Saves() int32
- func (rcv *ScoreInfo) Score() int32
- func (rcv *ScoreInfo) Shots() int32
- func (rcv *ScoreInfo) Table() flatbuffers.Table
- type SphereShape
- type TeamInfo
- type TinyBall
- type TinyPacket
- type TinyPlayer
- func (rcv *TinyPlayer) Boost() int32
- func (rcv *TinyPlayer) HasWheelContact() byte
- func (rcv *TinyPlayer) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *TinyPlayer) IsSupersonic() byte
- func (rcv *TinyPlayer) Location(obj *Vector3) *Vector3
- func (rcv *TinyPlayer) MutateBoost(n int32) bool
- func (rcv *TinyPlayer) MutateHasWheelContact(n byte) bool
- func (rcv *TinyPlayer) MutateIsSupersonic(n byte) bool
- func (rcv *TinyPlayer) MutateTeam(n int32) bool
- func (rcv *TinyPlayer) Rotation(obj *Rotator) *Rotator
- func (rcv *TinyPlayer) Table() flatbuffers.Table
- func (rcv *TinyPlayer) Team() int32
- func (rcv *TinyPlayer) Velocity(obj *Vector3) *Vector3
- type Touch
- func (rcv *Touch) GameSeconds() float32
- func (rcv *Touch) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *Touch) Location(obj *Vector3) *Vector3
- func (rcv *Touch) MutateGameSeconds(n float32) bool
- func (rcv *Touch) MutatePlayerIndex(n int32) bool
- func (rcv *Touch) MutateTeam(n int32) bool
- func (rcv *Touch) Normal(obj *Vector3) *Vector3
- func (rcv *Touch) PlayerIndex() int32
- func (rcv *Touch) PlayerName() []byte
- func (rcv *Touch) Table() flatbuffers.Table
- func (rcv *Touch) Team() int32
- type Vector3
- func (rcv *Vector3) Init(buf []byte, i flatbuffers.UOffsetT)
- func (rcv *Vector3) MutateX(n float32) bool
- func (rcv *Vector3) MutateY(n float32) bool
- func (rcv *Vector3) MutateZ(n float32) bool
- func (rcv *Vector3) Table() flatbuffers.Table
- func (rcv *Vector3) X() float32
- func (rcv *Vector3) Y() float32
- func (rcv *Vector3) Z() float32
- type Vector3Partial
Constants ¶
const ( BallBouncinessOptionDefault = 0 BallBouncinessOptionLow = 1 BallBouncinessOptionHigh = 2 BallBouncinessOptionSuper_High = 3 )
const ( BallMaxSpeedOptionDefault = 0 BallMaxSpeedOptionSlow = 1 BallMaxSpeedOptionFast = 2 BallMaxSpeedOptionSuper_Fast = 3 )
const ( BallSizeOptionDefault = 0 BallSizeOptionSmall = 1 BallSizeOptionLarge = 2 BallSizeOptionGigantic = 3 )
const ( BallTypeOptionDefault = 0 BallTypeOptionCube = 1 BallTypeOptionPuck = 2 BallTypeOptionBasketball = 3 )
const ( BallWeightOptionDefault = 0 BallWeightOptionLight = 1 BallWeightOptionHeavy = 2 BallWeightOptionSuper_Light = 3 )
const ( BoostOptionNormal_Boost = 0 BoostOptionUnlimited_Boost = 1 BoostOptionSlow_Recharge = 2 BoostOptionRapid_Recharge = 3 BoostOptionNo_Boost = 4 )
const ( BoostStrengthOptionOne = 0 BoostStrengthOptionOneAndAHalf = 1 BoostStrengthOptionTwo = 2 BoostStrengthOptionTen = 3 )
const ( CollisionShapeNONE = 0 CollisionShapeBoxShape = 1 CollisionShapeSphereShape = 2 CollisionShapeCylinderShape = 3 )
const ( DemolishOptionDefault = 0 DemolishOptionDisabled = 1 DemolishOptionFriendly_Fire = 2 DemolishOptionOn_Contact = 3 DemolishOptionOn_Contact_FF = 4 )
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 )
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 )
const ( GameModeSoccer = 0 GameModeHoops = 1 GameModeDropshot = 2 GameModeHockey = 3 GameModeRumble = 4 )
const ( GameSpeedOptionDefault = 0 GameSpeedOptionSlo_Mo = 1 GameSpeedOptionTime_Warp = 2 )
const ( GravityOptionDefault = 0 GravityOptionLow = 1 GravityOptionHigh = 2 GravityOptionSuper_High = 3 )
const ( MatchLengthFive_Minutes = 0 MatchLengthTen_Minutes = 1 MatchLengthTwenty_Minutes = 2 MatchLengthUnlimited = 3 )
const ( MaxScoreUnlimited = 0 MaxScoreOne_Goal = 1 MaxScoreThree_Goals = 2 MaxScoreFive_Goals = 3 )
const ( OvertimeOptionUnlimited = 0 OvertimeOptionFive_Max_First_Score = 1 OvertimeOptionFive_Max_Random_Team = 2 )
const ( PlayerClassNONE = 0 PlayerClassRLBotPlayer = 1 PlayerClassHumanPlayer = 2 PlayerClassPsyonixBotPlayer = 3 PlayerClassPartyMemberBotPlayer = 4 )
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 )
const ( RenderTypeDrawLine2D = 1 RenderTypeDrawLine3D = 2 RenderTypeDrawLine2D_3D = 3 RenderTypeDrawRect2D = 4 RenderTypeDrawRect3D = 5 RenderTypeDrawString2D = 6 RenderTypeDrawString3D = 7 RenderTypeDrawCenteredRect3D = 8 )
const ( RespawnTimeOptionThree_Seconds = 0 RespawnTimeOptionTwo_Seconds = 1 RespawnTimeOptionOne_Seconds = 2 RespawnTimeOptionDisable_Goal_Reset = 3 )
const ( RumbleOptionNo_Rumble = 0 RumbleOptionDefault = 1 RumbleOptionSlow = 2 RumbleOptionCivilized = 3 RumbleOptionDestruction_Derby = 4 RumbleOptionSpring_Loaded = 5 RumbleOptionSpikes_Only = 6 RumbleOptionSpike_Rush = 7 )
const ( SeriesLengthOptionUnlimited = 0 SeriesLengthOptionThree_Games = 1 SeriesLengthOptionFive_Games = 2 SeriesLengthOptionSeven_Games = 3 )
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 ¶
var EnumNamesBallBouncinessOption = map[int]string{ BallBouncinessOptionDefault: "Default", BallBouncinessOptionLow: "Low", BallBouncinessOptionHigh: "High", BallBouncinessOptionSuper_High: "Super_High", }
var EnumNamesBallMaxSpeedOption = map[int]string{ BallMaxSpeedOptionDefault: "Default", BallMaxSpeedOptionSlow: "Slow", BallMaxSpeedOptionFast: "Fast", BallMaxSpeedOptionSuper_Fast: "Super_Fast", }
var EnumNamesBallSizeOption = map[int]string{ BallSizeOptionDefault: "Default", BallSizeOptionSmall: "Small", BallSizeOptionLarge: "Large", BallSizeOptionGigantic: "Gigantic", }
var EnumNamesBallTypeOption = map[int]string{ BallTypeOptionDefault: "Default", BallTypeOptionCube: "Cube", BallTypeOptionPuck: "Puck", BallTypeOptionBasketball: "Basketball", }
var EnumNamesBallWeightOption = map[int]string{ BallWeightOptionDefault: "Default", BallWeightOptionLight: "Light", BallWeightOptionHeavy: "Heavy", BallWeightOptionSuper_Light: "Super_Light", }
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", }
var EnumNamesBoostStrengthOption = map[int]string{ BoostStrengthOptionOne: "One", BoostStrengthOptionOneAndAHalf: "OneAndAHalf", BoostStrengthOptionTwo: "Two", BoostStrengthOptionTen: "Ten", }
var EnumNamesCollisionShape = map[int]string{ CollisionShapeNONE: "NONE", CollisionShapeBoxShape: "BoxShape", CollisionShapeSphereShape: "SphereShape", CollisionShapeCylinderShape: "CylinderShape", }
var EnumNamesDemolishOption = map[int]string{ DemolishOptionDefault: "Default", DemolishOptionDisabled: "Disabled", DemolishOptionFriendly_Fire: "Friendly_Fire", DemolishOptionOn_Contact: "On_Contact", DemolishOptionOn_Contact_FF: "On_Contact_FF", }
var EnumNamesExistingMatchBehavior = map[int]string{ ExistingMatchBehaviorRestart_If_Different: "Restart_If_Different", ExistingMatchBehaviorRestart: "Restart", ExistingMatchBehaviorContinue_And_Spawn: "Continue_And_Spawn", }
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", }
var EnumNamesGameMode = map[int]string{ GameModeSoccer: "Soccer", GameModeHoops: "Hoops", GameModeDropshot: "Dropshot", GameModeHockey: "Hockey", GameModeRumble: "Rumble", }
var EnumNamesGameSpeedOption = map[int]string{ GameSpeedOptionDefault: "Default", GameSpeedOptionSlo_Mo: "Slo_Mo", GameSpeedOptionTime_Warp: "Time_Warp", }
var EnumNamesGravityOption = map[int]string{ GravityOptionDefault: "Default", GravityOptionLow: "Low", GravityOptionHigh: "High", GravityOptionSuper_High: "Super_High", }
var EnumNamesMatchLength = map[int]string{ MatchLengthFive_Minutes: "Five_Minutes", MatchLengthTen_Minutes: "Ten_Minutes", MatchLengthTwenty_Minutes: "Twenty_Minutes", MatchLengthUnlimited: "Unlimited", }
var EnumNamesMaxScore = map[int]string{ MaxScoreUnlimited: "Unlimited", MaxScoreOne_Goal: "One_Goal", MaxScoreThree_Goals: "Three_Goals", MaxScoreFive_Goals: "Five_Goals", }
var EnumNamesOvertimeOption = map[int]string{ OvertimeOptionUnlimited: "Unlimited", OvertimeOptionFive_Max_First_Score: "Five_Max_First_Score", OvertimeOptionFive_Max_Random_Team: "Five_Max_Random_Team", }
var EnumNamesPlayerClass = map[int]string{ PlayerClassNONE: "NONE", PlayerClassRLBotPlayer: "RLBotPlayer", PlayerClassHumanPlayer: "HumanPlayer", PlayerClassPsyonixBotPlayer: "PsyonixBotPlayer", PlayerClassPartyMemberBotPlayer: "PartyMemberBotPlayer", }
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", }
var EnumNamesRenderType = map[int]string{ RenderTypeDrawLine2D: "DrawLine2D", RenderTypeDrawLine3D: "DrawLine3D", RenderTypeDrawLine2D_3D: "DrawLine2D_3D", RenderTypeDrawRect2D: "DrawRect2D", RenderTypeDrawRect3D: "DrawRect3D", RenderTypeDrawString2D: "DrawString2D", RenderTypeDrawString3D: "DrawString3D", RenderTypeDrawCenteredRect3D: "DrawCenteredRect3D", }
var EnumNamesRespawnTimeOption = map[int]string{ RespawnTimeOptionThree_Seconds: "Three_Seconds", RespawnTimeOptionTwo_Seconds: "Two_Seconds", RespawnTimeOptionOne_Seconds: "One_Seconds", RespawnTimeOptionDisable_Goal_Reset: "Disable_Goal_Reset", }
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", }
var EnumNamesSeriesLengthOption = map[int]string{ SeriesLengthOptionUnlimited: "Unlimited", SeriesLengthOptionThree_Games: "Three_Games", SeriesLengthOptionFive_Games: "Five_Games", SeriesLengthOptionSeven_Games: "Seven_Games", }
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) LatestTouch ¶
func (*BallInfo) MutateShapeType ¶
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 (rcv *BallRigidBodyState) State(obj *RigidBodyState) *RigidBodyState
func (*BallRigidBodyState) Table ¶
func (rcv *BallRigidBodyState) Table() flatbuffers.Table
type Bool ¶
type Bool struct {
// contains filtered or unexported fields
}
func (*Bool) Table ¶
func (rcv *Bool) Table() flatbuffers.Table
type BoostPad ¶
type BoostPad struct {
// contains filtered or unexported fields
}
func GetRootAsBoostPad ¶
func GetRootAsBoostPad(buf []byte, offset flatbuffers.UOffsetT) *BoostPad
func (*BoostPad) IsFullBoost ¶
func (*BoostPad) MutateIsFullBoost ¶
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) MutateHeight ¶
func (*BoxShape) MutateLength ¶
func (*BoxShape) MutateWidth ¶
func (*BoxShape) Table ¶
func (rcv *BoxShape) Table() flatbuffers.Table
type Color ¶
type Color struct {
// contains filtered or unexported fields
}
func GetRootAsColor ¶
func GetRootAsColor(buf []byte, offset flatbuffers.UOffsetT) *Color
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 (rcv *DesiredGameState) GameInfoState(obj *DesiredGameInfoState) *DesiredGameInfoState
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) BoostPadsLength ¶
func (*FieldInfo) GoalsLength ¶
func (*FieldInfo) Table ¶
func (rcv *FieldInfo) Table() flatbuffers.Table
type Float ¶
type Float struct {
// contains filtered or unexported fields
}
func (*Float) Table ¶
func (rcv *Float) Table() flatbuffers.Table
type GameInfo ¶
type GameInfo struct {
// contains filtered or unexported fields
}
func GetRootAsGameInfo ¶
func GetRootAsGameInfo(buf []byte, offset flatbuffers.UOffsetT) *GameInfo
func (*GameInfo) GameTimeRemaining ¶
func (*GameInfo) IsKickoffPause ¶
/ 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 ¶
/ 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 (*GameInfo) IsRoundActive ¶
/ True when cars are allowed to move, and during the pause menu. False during replays.
func (*GameInfo) IsUnlimitedTime ¶
func (*GameInfo) MutateGameSpeed ¶
/ Game speed multiplier, 1.0 is regular game speed.
func (*GameInfo) MutateGameTimeRemaining ¶
func (*GameInfo) MutateIsKickoffPause ¶
/ 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 ¶
/ 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 (*GameInfo) MutateIsRoundActive ¶
/ True when cars are allowed to move, and during the pause menu. False during replays.
func (*GameInfo) MutateIsUnlimitedTime ¶
func (*GameInfo) MutateSecondsElapsed ¶
func (*GameInfo) MutateWorldGravityZ ¶
func (*GameInfo) SecondsElapsed ¶
func (*GameInfo) Table ¶
func (rcv *GameInfo) Table() flatbuffers.Table
func (*GameInfo) WorldGravityZ ¶
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) 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) MutateHeight ¶
func (*GoalInfo) MutateTeamNum ¶
func (*GoalInfo) MutateWidth ¶
func (*GoalInfo) Table ¶
func (rcv *GoalInfo) Table() flatbuffers.Table
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 (*Physics) Table ¶
func (rcv *Physics) Table() flatbuffers.Table
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 (rcv *PlayerRigidBodyState) Input(obj *ControllerState) *ControllerState
func (*PlayerRigidBodyState) State ¶
func (rcv *PlayerRigidBodyState) State(obj *RigidBodyState) *RigidBodyState
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) MessageIndex ¶
func (*QuickChat) MutateMessageIndex ¶
func (*QuickChat) MutatePlayerIndex ¶
/ The index of the player that sent the quick chat
func (*QuickChat) MutateQuickChatSelection ¶
func (*QuickChat) MutateTeamOnly ¶
/ True if the chat is team only false if everyone can see it.
func (*QuickChat) MutateTimeStamp ¶
func (*QuickChat) PlayerIndex ¶
/ The index of the player that sent the quick chat
func (*QuickChat) QuickChatSelection ¶
func (*QuickChat) Table ¶
func (rcv *QuickChat) Table() flatbuffers.Table
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) 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 (rcv *RigidBodyTick) Ball(obj *BallRigidBodyState) *BallRigidBodyState
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) MutatePitch ¶
func (*Rotator) MutateRoll ¶
func (*Rotator) Table ¶
func (rcv *Rotator) Table() flatbuffers.Table
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) Demolitions ¶
func (*ScoreInfo) MutateAssists ¶
func (*ScoreInfo) MutateDemolitions ¶
func (*ScoreInfo) MutateGoals ¶
func (*ScoreInfo) MutateOwnGoals ¶
func (*ScoreInfo) MutateSaves ¶
func (*ScoreInfo) MutateScore ¶
func (*ScoreInfo) MutateShots ¶
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) MutateScore ¶
/ number of goals scored.
func (*TeamInfo) MutateTeamIndex ¶
func (*TeamInfo) Table ¶
func (rcv *TeamInfo) Table() flatbuffers.Table
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) Table ¶
func (rcv *TinyBall) Table() flatbuffers.Table
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 ¶
/ The name of the player involved with the touch. / Seconds that had elapsed in the game when the touch occurred.
func (*Touch) MutateGameSeconds ¶
/ Seconds that had elapsed in the game when the touch occurred.
func (*Touch) MutatePlayerIndex ¶
/ The index of the player involved with the touch.
func (*Touch) MutateTeam ¶
/ The Team which the touch belongs to, 0 for blue 1 for orange.
func (*Touch) PlayerIndex ¶
/ The index of the player involved with the touch.
func (*Touch) PlayerName ¶
/ The name of the player involved with the touch.
func (*Touch) Table ¶
func (rcv *Touch) Table() flatbuffers.Table
type Vector3 ¶
type Vector3 struct {
// contains filtered or unexported fields
}
func (*Vector3) Table ¶
func (rcv *Vector3) Table() flatbuffers.Table
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
Source Files ¶
- BallBouncinessOption.go
- BallInfo.go
- BallMaxSpeedOption.go
- BallPrediction.go
- BallRigidBodyState.go
- BallSizeOption.go
- BallTypeOption.go
- BallWeightOption.go
- Bool.go
- BoostOption.go
- BoostPad.go
- BoostPadState.go
- BoostStrengthOption.go
- BoxShape.go
- CollisionShape.go
- Color.go
- ConsoleCommand.go
- ControllerState.go
- CylinderShape.go
- DemolishOption.go
- DesiredBallState.go
- DesiredBoostState.go
- DesiredCarState.go
- DesiredGameInfoState.go
- DesiredGameState.go
- DesiredPhysics.go
- DropShotBallInfo.go
- DropshotTile.go
- ExistingMatchBehavior.go
- FieldInfo.go
- Float.go
- GameInfo.go
- GameMap.go
- GameMode.go
- GameSpeedOption.go
- GameTickPacket.go
- GoalInfo.go
- GravityOption.go
- HumanPlayer.go
- LoadoutPaint.go
- MatchLength.go
- MatchSettings.go
- MaxScore.go
- MutatorSettings.go
- OvertimeOption.go
- PartyMemberBotPlayer.go
- Physics.go
- PlayerClass.go
- PlayerConfiguration.go
- PlayerInfo.go
- PlayerInput.go
- PlayerLoadout.go
- PlayerRigidBodyState.go
- PredictionSlice.go
- PsyonixBotPlayer.go
- Quaternion.go
- QuickChat.go
- QuickChatMessages.go
- QuickChatSelection.go
- RLBotPlayer.go
- RenderGroup.go
- RenderMessage.go
- RenderType.go
- RespawnTimeOption.go
- RigidBodyState.go
- RigidBodyTick.go
- Rotator.go
- RotatorPartial.go
- RumbleOption.go
- ScoreInfo.go
- SeriesLengthOption.go
- SphereShape.go
- TeamInfo.go
- TileState.go
- TinyBall.go
- TinyPacket.go
- TinyPlayer.go
- Touch.go
- Vector3.go
- Vector3Partial.go