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ClientBundle

Struct ClientBundle 

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pub struct ClientBundle {
Show 37 fields pub marker: ClientMarker, pub client: Client, pub settings: ClientSettings, pub entity_remove_buf: EntityRemoveBuf, pub username: Username, pub ip: Ip, pub properties: Properties, pub respawn_pos: RespawnPosition, pub op_level: OpLevel, pub action_sequence: ActionSequence, pub view_distance: ViewDistance, pub old_view_distance: OldViewDistance, pub visible_chunk_layer: VisibleChunkLayer, pub old_visible_chunk_layer: OldVisibleChunkLayer, pub visible_entity_layers: VisibleEntityLayers, pub old_visible_entity_layers: OldVisibleEntityLayers, pub keepalive_state: KeepaliveState, pub ping: Ping, pub teleport_state: TeleportState, pub game_mode: GameMode, pub prev_game_mode: PrevGameMode, pub death_location: DeathLocation, pub is_hardcore: IsHardcore, pub hashed_seed: HashedSeed, pub reduced_debug_info: ReducedDebugInfo, pub has_respawn_screen: HasRespawnScreen, pub is_debug: IsDebug, pub is_flat: IsFlat, pub portal_cooldown: PortalCooldown, pub flying_speed: FlyingSpeed, pub fov_modifier: FovModifier, pub player_abilities_flags: PlayerAbilitiesFlags, pub player: PlayerEntity, pub uuid: UniqueId, pub layer: EntityLayerId, pub player_model_parts: PlayerModelParts, pub main_arm: MainArm,
}
Expand description

The bundle of components needed for clients to function. All components are required unless otherwise stated.

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§marker: ClientMarker§client: Client§settings: ClientSettings§entity_remove_buf: EntityRemoveBuf§username: Username§ip: Ip§properties: Properties§respawn_pos: RespawnPosition§op_level: OpLevel§action_sequence: ActionSequence§view_distance: ViewDistance§old_view_distance: OldViewDistance§visible_chunk_layer: VisibleChunkLayer§old_visible_chunk_layer: OldVisibleChunkLayer§visible_entity_layers: VisibleEntityLayers§old_visible_entity_layers: OldVisibleEntityLayers§keepalive_state: KeepaliveState§ping: Ping§teleport_state: TeleportState§game_mode: GameMode§prev_game_mode: PrevGameMode§death_location: DeathLocation§is_hardcore: IsHardcore§hashed_seed: HashedSeed§reduced_debug_info: ReducedDebugInfo§has_respawn_screen: HasRespawnScreen§is_debug: IsDebug§is_flat: IsFlat§portal_cooldown: PortalCooldown§flying_speed: FlyingSpeed§fov_modifier: FovModifier§player_abilities_flags: PlayerAbilitiesFlags§player: PlayerEntity§uuid: UniqueId§layer: EntityLayerId§player_model_parts: PlayerModelParts§main_arm: MainArm

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Trait Implementations§

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impl Bundle for ClientBundle

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fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>

Return a iterator over this [Bundle]’s component ids. This will be None if the component has not been registered.
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impl DynamicBundle for ClientBundle

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type Effect = ()

An operation on the entity that happens after inserting this bundle.
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unsafe fn get_components( ptr: MovingPtr<'_, Self>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), )

Moves the components out of the bundle. Read more
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unsafe fn apply_effect( ptr: MovingPtr<'_, MaybeUninit<Self>>, func: &mut EntityWorldMut<'_>, )

Applies the after-effects of spawning this bundle. Read more
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impl BundleFromComponents for ClientBundle

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