package battle // CharacterConfig func (c *CharacterConfig) GetSpeed() int32 { return c.Speed } func (c *CharacterConfig) GetSpeciesId() int { return c.SpeciesId } func (c *CharacterConfig) GetSpeciesName() string { return c.SpeciesName } // InputFrameDownsync func (ifd *InputFrameDownsync) GetInputFrameId() int32 { return ifd.InputFrameId } func (ifd *InputFrameDownsync) GetInputList() []uint64 { return ifd.InputList } func (ifd *InputFrameDownsync) GetConfirmedList() uint64 { return ifd.ConfirmedList } // PlayerDownsync func (p *PlayerDownsync) GetId() int32 { return p.Id } func (p *PlayerDownsync) GetJoinIndex() int32 { return p.JoinIndex } func (p *PlayerDownsync) GetVirtualGridX() int32 { return p.VirtualGridX } func (p *PlayerDownsync) GetVirtualGridY() int32 { return p.VirtualGridY } func (p *PlayerDownsync) GetDirX() int32 { return p.DirX } func (p *PlayerDownsync) GetDirY() int32 { return p.DirY } func (p *PlayerDownsync) GetVelX() int32 { return p.VelX } func (p *PlayerDownsync) GetVelY() int32 { return p.VelY } func (p *PlayerDownsync) GetSpeed() int32 { return p.Speed } func (p *PlayerDownsync) GetHp() int32 { return p.Hp } func (p *PlayerDownsync) GetMaxHp() int32 { return p.MaxHp } func (p *PlayerDownsync) GetCharacterState() int32 { return p.CharacterState } func (p *PlayerDownsync) GetFramesToRecover() int32 { return p.FramesToRecover } func (p *PlayerDownsync) GetFramesInChState() int32 { return p.FramesInChState } func (p *PlayerDownsync) GetInAir() bool { return p.InAir } func (p *PlayerDownsync) GetOnWall() bool { return p.OnWall } func (p *PlayerDownsync) GetOnWallNormX() int32 { return p.OnWallNormX } func (p *PlayerDownsync) GetColliderRadius() int32 { return p.ColliderRadius } // MeleeBullet func (b *MeleeBullet) GetBlState() int32 { return b.BlState } func (b *MeleeBullet) GetFramesInBlState() int32 { return b.FramesInBlState } func (b *MeleeBullet) GetBulletLocalId() int32 { return b.BattleAttr.BulletLocalId } func (b *MeleeBullet) GetOffenderJoinIndex() int32 { return b.BattleAttr.OffenderJoinIndex } func (b *MeleeBullet) GetOriginatedRenderFrameId() int32 { return b.BattleAttr.OriginatedRenderFrameId } func (b *MeleeBullet) GetStartupFrames() int32 { return b.Bullet.StartupFrames } func (b *MeleeBullet) GetActiveFrames() int32 { return b.Bullet.ActiveFrames } func (b *MeleeBullet) GetHitboxSizeX() int32 { return b.Bullet.HitboxSizeX } func (b *MeleeBullet) GetHitboxSizeY() int32 { return b.Bullet.HitboxSizeY } func (b *MeleeBullet) GetHitboxOffsetX() int32 { return b.Bullet.HitboxOffsetX } func (b *MeleeBullet) GetHitboxOffsetY() int32 { return b.Bullet.HitboxOffsetY } func (b *MeleeBullet) GetExplosionFrames() int32 { return b.Bullet.ExplosionFrames } func (b *MeleeBullet) GetSpeciesId() int32 { return b.Bullet.SpeciesId } // FireballBullet func (p *FireballBullet) GetVirtualGridX() int32 { return p.VirtualGridX } func (p *FireballBullet) GetVirtualGridY() int32 { return p.VirtualGridY } func (p *FireballBullet) GetDirX() int32 { return p.DirX } func (p *FireballBullet) GetDirY() int32 { return p.DirY } func (p *FireballBullet) GetVelX() int32 { return p.VelX } func (p *FireballBullet) GetVelY() int32 { return p.VelY } func (p *FireballBullet) GetSpeed() int32 { return p.Speed } func (b *FireballBullet) GetBlState() int32 { return b.BlState } func (b *FireballBullet) GetFramesInBlState() int32 { return b.FramesInBlState } func (b *FireballBullet) GetBulletLocalId() int32 { return b.BattleAttr.BulletLocalId } func (b *FireballBullet) GetOffenderJoinIndex() int32 { return b.BattleAttr.OffenderJoinIndex } func (b *FireballBullet) GetOriginatedRenderFrameId() int32 { return b.BattleAttr.OriginatedRenderFrameId } func (b *FireballBullet) GetStartupFrames() int32 { return b.Bullet.StartupFrames } func (b *FireballBullet) GetActiveFrames() int32 { return b.Bullet.ActiveFrames } func (b *FireballBullet) GetHitboxSizeX() int32 { return b.Bullet.HitboxSizeX } func (b *FireballBullet) GetHitboxSizeY() int32 { return b.Bullet.HitboxSizeY } func (b *FireballBullet) GetHitboxOffsetX() int32 { return b.Bullet.HitboxOffsetX } func (b *FireballBullet) GetHitboxOffsetY() int32 { return b.Bullet.HitboxOffsetY } func (b *FireballBullet) GetExplosionFrames() int32 { return b.Bullet.ExplosionFrames } func (b *FireballBullet) GetSpeciesId() int32 { return b.Bullet.SpeciesId } // RoomDownsyncFrame func (r *RoomDownsyncFrame) GetId() int32 { return r.Id } func (r *RoomDownsyncFrame) GetCountdownNanos() int64 { return r.CountdownNanos } func (r *RoomDownsyncFrame) GetBackendUnconfirmedMask() uint64 { return r.BackendUnconfirmedMask } func (r *RoomDownsyncFrame) GetBulletLocalIdCounter() int32 { return r.BulletLocalIdCounter } func (r *RoomDownsyncFrame) GetShouldForceResync() bool { return r.ShouldForceResync } func (r *RoomDownsyncFrame) GetPlayersArr() []*PlayerDownsync { return r.PlayersArr } func (r *RoomDownsyncFrame) GetMeleeBullets() []*MeleeBullet { return r.MeleeBullets } func (r *RoomDownsyncFrame) GetFireballBullets() []*FireballBullet { return r.FireballBullets }