// Code generated by ent, DO NOT EDIT. package ent import ( "context" "errors" "fmt" "entgo.io/ent/dialect/sql" "entgo.io/ent/dialect/sql/sqlgraph" "entgo.io/ent/schema/field" "somegit.dev/csgowtf/csgowtfd/ent/match" "somegit.dev/csgowtf/csgowtfd/ent/matchplayer" "somegit.dev/csgowtf/csgowtfd/ent/messages" "somegit.dev/csgowtf/csgowtfd/ent/player" "somegit.dev/csgowtf/csgowtfd/ent/predicate" "somegit.dev/csgowtf/csgowtfd/ent/roundstats" "somegit.dev/csgowtf/csgowtfd/ent/spray" "somegit.dev/csgowtf/csgowtfd/ent/weapon" ) // MatchPlayerUpdate is the builder for updating MatchPlayer entities. type MatchPlayerUpdate struct { config hooks []Hook mutation *MatchPlayerMutation modifiers []func(*sql.UpdateBuilder) } // Where appends a list predicates to the MatchPlayerUpdate builder. func (_u *MatchPlayerUpdate) Where(ps ...predicate.MatchPlayer) *MatchPlayerUpdate { _u.mutation.Where(ps...) return _u } // SetTeamID sets the "team_id" field. func (_u *MatchPlayerUpdate) SetTeamID(v int) *MatchPlayerUpdate { _u.mutation.ResetTeamID() _u.mutation.SetTeamID(v) return _u } // SetNillableTeamID sets the "team_id" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableTeamID(v *int) *MatchPlayerUpdate { if v != nil { _u.SetTeamID(*v) } return _u } // AddTeamID adds value to the "team_id" field. func (_u *MatchPlayerUpdate) AddTeamID(v int) *MatchPlayerUpdate { _u.mutation.AddTeamID(v) return _u } // SetKills sets the "kills" field. func (_u *MatchPlayerUpdate) SetKills(v int) *MatchPlayerUpdate { _u.mutation.ResetKills() _u.mutation.SetKills(v) return _u } // SetNillableKills sets the "kills" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableKills(v *int) *MatchPlayerUpdate { if v != nil { _u.SetKills(*v) } return _u } // AddKills adds value to the "kills" field. func (_u *MatchPlayerUpdate) AddKills(v int) *MatchPlayerUpdate { _u.mutation.AddKills(v) return _u } // SetDeaths sets the "deaths" field. func (_u *MatchPlayerUpdate) SetDeaths(v int) *MatchPlayerUpdate { _u.mutation.ResetDeaths() _u.mutation.SetDeaths(v) return _u } // SetNillableDeaths sets the "deaths" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableDeaths(v *int) *MatchPlayerUpdate { if v != nil { _u.SetDeaths(*v) } return _u } // AddDeaths adds value to the "deaths" field. func (_u *MatchPlayerUpdate) AddDeaths(v int) *MatchPlayerUpdate { _u.mutation.AddDeaths(v) return _u } // SetAssists sets the "assists" field. func (_u *MatchPlayerUpdate) SetAssists(v int) *MatchPlayerUpdate { _u.mutation.ResetAssists() _u.mutation.SetAssists(v) return _u } // SetNillableAssists sets the "assists" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableAssists(v *int) *MatchPlayerUpdate { if v != nil { _u.SetAssists(*v) } return _u } // AddAssists adds value to the "assists" field. func (_u *MatchPlayerUpdate) AddAssists(v int) *MatchPlayerUpdate { _u.mutation.AddAssists(v) return _u } // SetHeadshot sets the "headshot" field. func (_u *MatchPlayerUpdate) SetHeadshot(v int) *MatchPlayerUpdate { _u.mutation.ResetHeadshot() _u.mutation.SetHeadshot(v) return _u } // SetNillableHeadshot sets the "headshot" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableHeadshot(v *int) *MatchPlayerUpdate { if v != nil { _u.SetHeadshot(*v) } return _u } // AddHeadshot adds value to the "headshot" field. func (_u *MatchPlayerUpdate) AddHeadshot(v int) *MatchPlayerUpdate { _u.mutation.AddHeadshot(v) return _u } // SetMvp sets the "mvp" field. func (_u *MatchPlayerUpdate) SetMvp(v uint) *MatchPlayerUpdate { _u.mutation.ResetMvp() _u.mutation.SetMvp(v) return _u } // SetNillableMvp sets the "mvp" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableMvp(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetMvp(*v) } return _u } // AddMvp adds value to the "mvp" field. func (_u *MatchPlayerUpdate) AddMvp(v int) *MatchPlayerUpdate { _u.mutation.AddMvp(v) return _u } // SetScore sets the "score" field. func (_u *MatchPlayerUpdate) SetScore(v int) *MatchPlayerUpdate { _u.mutation.ResetScore() _u.mutation.SetScore(v) return _u } // SetNillableScore sets the "score" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableScore(v *int) *MatchPlayerUpdate { if v != nil { _u.SetScore(*v) } return _u } // AddScore adds value to the "score" field. func (_u *MatchPlayerUpdate) AddScore(v int) *MatchPlayerUpdate { _u.mutation.AddScore(v) return _u } // SetRankNew sets the "rank_new" field. func (_u *MatchPlayerUpdate) SetRankNew(v int) *MatchPlayerUpdate { _u.mutation.ResetRankNew() _u.mutation.SetRankNew(v) return _u } // SetNillableRankNew sets the "rank_new" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableRankNew(v *int) *MatchPlayerUpdate { if v != nil { _u.SetRankNew(*v) } return _u } // AddRankNew adds value to the "rank_new" field. func (_u *MatchPlayerUpdate) AddRankNew(v int) *MatchPlayerUpdate { _u.mutation.AddRankNew(v) return _u } // ClearRankNew clears the value of the "rank_new" field. func (_u *MatchPlayerUpdate) ClearRankNew() *MatchPlayerUpdate { _u.mutation.ClearRankNew() return _u } // SetRankOld sets the "rank_old" field. func (_u *MatchPlayerUpdate) SetRankOld(v int) *MatchPlayerUpdate { _u.mutation.ResetRankOld() _u.mutation.SetRankOld(v) return _u } // SetNillableRankOld sets the "rank_old" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableRankOld(v *int) *MatchPlayerUpdate { if v != nil { _u.SetRankOld(*v) } return _u } // AddRankOld adds value to the "rank_old" field. func (_u *MatchPlayerUpdate) AddRankOld(v int) *MatchPlayerUpdate { _u.mutation.AddRankOld(v) return _u } // ClearRankOld clears the value of the "rank_old" field. func (_u *MatchPlayerUpdate) ClearRankOld() *MatchPlayerUpdate { _u.mutation.ClearRankOld() return _u } // SetMk2 sets the "mk_2" field. func (_u *MatchPlayerUpdate) SetMk2(v uint) *MatchPlayerUpdate { _u.mutation.ResetMk2() _u.mutation.SetMk2(v) return _u } // SetNillableMk2 sets the "mk_2" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableMk2(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetMk2(*v) } return _u } // AddMk2 adds value to the "mk_2" field. func (_u *MatchPlayerUpdate) AddMk2(v int) *MatchPlayerUpdate { _u.mutation.AddMk2(v) return _u } // ClearMk2 clears the value of the "mk_2" field. func (_u *MatchPlayerUpdate) ClearMk2() *MatchPlayerUpdate { _u.mutation.ClearMk2() return _u } // SetMk3 sets the "mk_3" field. func (_u *MatchPlayerUpdate) SetMk3(v uint) *MatchPlayerUpdate { _u.mutation.ResetMk3() _u.mutation.SetMk3(v) return _u } // SetNillableMk3 sets the "mk_3" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableMk3(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetMk3(*v) } return _u } // AddMk3 adds value to the "mk_3" field. func (_u *MatchPlayerUpdate) AddMk3(v int) *MatchPlayerUpdate { _u.mutation.AddMk3(v) return _u } // ClearMk3 clears the value of the "mk_3" field. func (_u *MatchPlayerUpdate) ClearMk3() *MatchPlayerUpdate { _u.mutation.ClearMk3() return _u } // SetMk4 sets the "mk_4" field. func (_u *MatchPlayerUpdate) SetMk4(v uint) *MatchPlayerUpdate { _u.mutation.ResetMk4() _u.mutation.SetMk4(v) return _u } // SetNillableMk4 sets the "mk_4" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableMk4(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetMk4(*v) } return _u } // AddMk4 adds value to the "mk_4" field. func (_u *MatchPlayerUpdate) AddMk4(v int) *MatchPlayerUpdate { _u.mutation.AddMk4(v) return _u } // ClearMk4 clears the value of the "mk_4" field. func (_u *MatchPlayerUpdate) ClearMk4() *MatchPlayerUpdate { _u.mutation.ClearMk4() return _u } // SetMk5 sets the "mk_5" field. func (_u *MatchPlayerUpdate) SetMk5(v uint) *MatchPlayerUpdate { _u.mutation.ResetMk5() _u.mutation.SetMk5(v) return _u } // SetNillableMk5 sets the "mk_5" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableMk5(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetMk5(*v) } return _u } // AddMk5 adds value to the "mk_5" field. func (_u *MatchPlayerUpdate) AddMk5(v int) *MatchPlayerUpdate { _u.mutation.AddMk5(v) return _u } // ClearMk5 clears the value of the "mk_5" field. func (_u *MatchPlayerUpdate) ClearMk5() *MatchPlayerUpdate { _u.mutation.ClearMk5() return _u } // SetDmgEnemy sets the "dmg_enemy" field. func (_u *MatchPlayerUpdate) SetDmgEnemy(v uint) *MatchPlayerUpdate { _u.mutation.ResetDmgEnemy() _u.mutation.SetDmgEnemy(v) return _u } // SetNillableDmgEnemy sets the "dmg_enemy" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableDmgEnemy(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetDmgEnemy(*v) } return _u } // AddDmgEnemy adds value to the "dmg_enemy" field. func (_u *MatchPlayerUpdate) AddDmgEnemy(v int) *MatchPlayerUpdate { _u.mutation.AddDmgEnemy(v) return _u } // ClearDmgEnemy clears the value of the "dmg_enemy" field. func (_u *MatchPlayerUpdate) ClearDmgEnemy() *MatchPlayerUpdate { _u.mutation.ClearDmgEnemy() return _u } // SetDmgTeam sets the "dmg_team" field. func (_u *MatchPlayerUpdate) SetDmgTeam(v uint) *MatchPlayerUpdate { _u.mutation.ResetDmgTeam() _u.mutation.SetDmgTeam(v) return _u } // SetNillableDmgTeam sets the "dmg_team" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableDmgTeam(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetDmgTeam(*v) } return _u } // AddDmgTeam adds value to the "dmg_team" field. func (_u *MatchPlayerUpdate) AddDmgTeam(v int) *MatchPlayerUpdate { _u.mutation.AddDmgTeam(v) return _u } // ClearDmgTeam clears the value of the "dmg_team" field. func (_u *MatchPlayerUpdate) ClearDmgTeam() *MatchPlayerUpdate { _u.mutation.ClearDmgTeam() return _u } // SetUdHe sets the "ud_he" field. func (_u *MatchPlayerUpdate) SetUdHe(v uint) *MatchPlayerUpdate { _u.mutation.ResetUdHe() _u.mutation.SetUdHe(v) return _u } // SetNillableUdHe sets the "ud_he" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableUdHe(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetUdHe(*v) } return _u } // AddUdHe adds value to the "ud_he" field. func (_u *MatchPlayerUpdate) AddUdHe(v int) *MatchPlayerUpdate { _u.mutation.AddUdHe(v) return _u } // ClearUdHe clears the value of the "ud_he" field. func (_u *MatchPlayerUpdate) ClearUdHe() *MatchPlayerUpdate { _u.mutation.ClearUdHe() return _u } // SetUdFlames sets the "ud_flames" field. func (_u *MatchPlayerUpdate) SetUdFlames(v uint) *MatchPlayerUpdate { _u.mutation.ResetUdFlames() _u.mutation.SetUdFlames(v) return _u } // SetNillableUdFlames sets the "ud_flames" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableUdFlames(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetUdFlames(*v) } return _u } // AddUdFlames adds value to the "ud_flames" field. func (_u *MatchPlayerUpdate) AddUdFlames(v int) *MatchPlayerUpdate { _u.mutation.AddUdFlames(v) return _u } // ClearUdFlames clears the value of the "ud_flames" field. func (_u *MatchPlayerUpdate) ClearUdFlames() *MatchPlayerUpdate { _u.mutation.ClearUdFlames() return _u } // SetUdFlash sets the "ud_flash" field. func (_u *MatchPlayerUpdate) SetUdFlash(v uint) *MatchPlayerUpdate { _u.mutation.ResetUdFlash() _u.mutation.SetUdFlash(v) return _u } // SetNillableUdFlash sets the "ud_flash" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableUdFlash(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetUdFlash(*v) } return _u } // AddUdFlash adds value to the "ud_flash" field. func (_u *MatchPlayerUpdate) AddUdFlash(v int) *MatchPlayerUpdate { _u.mutation.AddUdFlash(v) return _u } // ClearUdFlash clears the value of the "ud_flash" field. func (_u *MatchPlayerUpdate) ClearUdFlash() *MatchPlayerUpdate { _u.mutation.ClearUdFlash() return _u } // SetUdDecoy sets the "ud_decoy" field. func (_u *MatchPlayerUpdate) SetUdDecoy(v uint) *MatchPlayerUpdate { _u.mutation.ResetUdDecoy() _u.mutation.SetUdDecoy(v) return _u } // SetNillableUdDecoy sets the "ud_decoy" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableUdDecoy(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetUdDecoy(*v) } return _u } // AddUdDecoy adds value to the "ud_decoy" field. func (_u *MatchPlayerUpdate) AddUdDecoy(v int) *MatchPlayerUpdate { _u.mutation.AddUdDecoy(v) return _u } // ClearUdDecoy clears the value of the "ud_decoy" field. func (_u *MatchPlayerUpdate) ClearUdDecoy() *MatchPlayerUpdate { _u.mutation.ClearUdDecoy() return _u } // SetUdSmoke sets the "ud_smoke" field. func (_u *MatchPlayerUpdate) SetUdSmoke(v uint) *MatchPlayerUpdate { _u.mutation.ResetUdSmoke() _u.mutation.SetUdSmoke(v) return _u } // SetNillableUdSmoke sets the "ud_smoke" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableUdSmoke(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetUdSmoke(*v) } return _u } // AddUdSmoke adds value to the "ud_smoke" field. func (_u *MatchPlayerUpdate) AddUdSmoke(v int) *MatchPlayerUpdate { _u.mutation.AddUdSmoke(v) return _u } // ClearUdSmoke clears the value of the "ud_smoke" field. func (_u *MatchPlayerUpdate) ClearUdSmoke() *MatchPlayerUpdate { _u.mutation.ClearUdSmoke() return _u } // SetCrosshair sets the "crosshair" field. func (_u *MatchPlayerUpdate) SetCrosshair(v string) *MatchPlayerUpdate { _u.mutation.SetCrosshair(v) return _u } // SetNillableCrosshair sets the "crosshair" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableCrosshair(v *string) *MatchPlayerUpdate { if v != nil { _u.SetCrosshair(*v) } return _u } // ClearCrosshair clears the value of the "crosshair" field. func (_u *MatchPlayerUpdate) ClearCrosshair() *MatchPlayerUpdate { _u.mutation.ClearCrosshair() return _u } // SetColor sets the "color" field. func (_u *MatchPlayerUpdate) SetColor(v matchplayer.Color) *MatchPlayerUpdate { _u.mutation.SetColor(v) return _u } // SetNillableColor sets the "color" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableColor(v *matchplayer.Color) *MatchPlayerUpdate { if v != nil { _u.SetColor(*v) } return _u } // ClearColor clears the value of the "color" field. func (_u *MatchPlayerUpdate) ClearColor() *MatchPlayerUpdate { _u.mutation.ClearColor() return _u } // SetKast sets the "kast" field. func (_u *MatchPlayerUpdate) SetKast(v int) *MatchPlayerUpdate { _u.mutation.ResetKast() _u.mutation.SetKast(v) return _u } // SetNillableKast sets the "kast" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableKast(v *int) *MatchPlayerUpdate { if v != nil { _u.SetKast(*v) } return _u } // AddKast adds value to the "kast" field. func (_u *MatchPlayerUpdate) AddKast(v int) *MatchPlayerUpdate { _u.mutation.AddKast(v) return _u } // ClearKast clears the value of the "kast" field. func (_u *MatchPlayerUpdate) ClearKast() *MatchPlayerUpdate { _u.mutation.ClearKast() return _u } // SetFlashDurationSelf sets the "flash_duration_self" field. func (_u *MatchPlayerUpdate) SetFlashDurationSelf(v float32) *MatchPlayerUpdate { _u.mutation.ResetFlashDurationSelf() _u.mutation.SetFlashDurationSelf(v) return _u } // SetNillableFlashDurationSelf sets the "flash_duration_self" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableFlashDurationSelf(v *float32) *MatchPlayerUpdate { if v != nil { _u.SetFlashDurationSelf(*v) } return _u } // AddFlashDurationSelf adds value to the "flash_duration_self" field. func (_u *MatchPlayerUpdate) AddFlashDurationSelf(v float32) *MatchPlayerUpdate { _u.mutation.AddFlashDurationSelf(v) return _u } // ClearFlashDurationSelf clears the value of the "flash_duration_self" field. func (_u *MatchPlayerUpdate) ClearFlashDurationSelf() *MatchPlayerUpdate { _u.mutation.ClearFlashDurationSelf() return _u } // SetFlashDurationTeam sets the "flash_duration_team" field. func (_u *MatchPlayerUpdate) SetFlashDurationTeam(v float32) *MatchPlayerUpdate { _u.mutation.ResetFlashDurationTeam() _u.mutation.SetFlashDurationTeam(v) return _u } // SetNillableFlashDurationTeam sets the "flash_duration_team" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableFlashDurationTeam(v *float32) *MatchPlayerUpdate { if v != nil { _u.SetFlashDurationTeam(*v) } return _u } // AddFlashDurationTeam adds value to the "flash_duration_team" field. func (_u *MatchPlayerUpdate) AddFlashDurationTeam(v float32) *MatchPlayerUpdate { _u.mutation.AddFlashDurationTeam(v) return _u } // ClearFlashDurationTeam clears the value of the "flash_duration_team" field. func (_u *MatchPlayerUpdate) ClearFlashDurationTeam() *MatchPlayerUpdate { _u.mutation.ClearFlashDurationTeam() return _u } // SetFlashDurationEnemy sets the "flash_duration_enemy" field. func (_u *MatchPlayerUpdate) SetFlashDurationEnemy(v float32) *MatchPlayerUpdate { _u.mutation.ResetFlashDurationEnemy() _u.mutation.SetFlashDurationEnemy(v) return _u } // SetNillableFlashDurationEnemy sets the "flash_duration_enemy" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableFlashDurationEnemy(v *float32) *MatchPlayerUpdate { if v != nil { _u.SetFlashDurationEnemy(*v) } return _u } // AddFlashDurationEnemy adds value to the "flash_duration_enemy" field. func (_u *MatchPlayerUpdate) AddFlashDurationEnemy(v float32) *MatchPlayerUpdate { _u.mutation.AddFlashDurationEnemy(v) return _u } // ClearFlashDurationEnemy clears the value of the "flash_duration_enemy" field. func (_u *MatchPlayerUpdate) ClearFlashDurationEnemy() *MatchPlayerUpdate { _u.mutation.ClearFlashDurationEnemy() return _u } // SetFlashTotalSelf sets the "flash_total_self" field. func (_u *MatchPlayerUpdate) SetFlashTotalSelf(v uint) *MatchPlayerUpdate { _u.mutation.ResetFlashTotalSelf() _u.mutation.SetFlashTotalSelf(v) return _u } // SetNillableFlashTotalSelf sets the "flash_total_self" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableFlashTotalSelf(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetFlashTotalSelf(*v) } return _u } // AddFlashTotalSelf adds value to the "flash_total_self" field. func (_u *MatchPlayerUpdate) AddFlashTotalSelf(v int) *MatchPlayerUpdate { _u.mutation.AddFlashTotalSelf(v) return _u } // ClearFlashTotalSelf clears the value of the "flash_total_self" field. func (_u *MatchPlayerUpdate) ClearFlashTotalSelf() *MatchPlayerUpdate { _u.mutation.ClearFlashTotalSelf() return _u } // SetFlashTotalTeam sets the "flash_total_team" field. func (_u *MatchPlayerUpdate) SetFlashTotalTeam(v uint) *MatchPlayerUpdate { _u.mutation.ResetFlashTotalTeam() _u.mutation.SetFlashTotalTeam(v) return _u } // SetNillableFlashTotalTeam sets the "flash_total_team" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableFlashTotalTeam(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetFlashTotalTeam(*v) } return _u } // AddFlashTotalTeam adds value to the "flash_total_team" field. func (_u *MatchPlayerUpdate) AddFlashTotalTeam(v int) *MatchPlayerUpdate { _u.mutation.AddFlashTotalTeam(v) return _u } // ClearFlashTotalTeam clears the value of the "flash_total_team" field. func (_u *MatchPlayerUpdate) ClearFlashTotalTeam() *MatchPlayerUpdate { _u.mutation.ClearFlashTotalTeam() return _u } // SetFlashTotalEnemy sets the "flash_total_enemy" field. func (_u *MatchPlayerUpdate) SetFlashTotalEnemy(v uint) *MatchPlayerUpdate { _u.mutation.ResetFlashTotalEnemy() _u.mutation.SetFlashTotalEnemy(v) return _u } // SetNillableFlashTotalEnemy sets the "flash_total_enemy" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableFlashTotalEnemy(v *uint) *MatchPlayerUpdate { if v != nil { _u.SetFlashTotalEnemy(*v) } return _u } // AddFlashTotalEnemy adds value to the "flash_total_enemy" field. func (_u *MatchPlayerUpdate) AddFlashTotalEnemy(v int) *MatchPlayerUpdate { _u.mutation.AddFlashTotalEnemy(v) return _u } // ClearFlashTotalEnemy clears the value of the "flash_total_enemy" field. func (_u *MatchPlayerUpdate) ClearFlashTotalEnemy() *MatchPlayerUpdate { _u.mutation.ClearFlashTotalEnemy() return _u } // SetMatchStats sets the "match_stats" field. func (_u *MatchPlayerUpdate) SetMatchStats(v uint64) *MatchPlayerUpdate { _u.mutation.SetMatchStats(v) return _u } // SetNillableMatchStats sets the "match_stats" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableMatchStats(v *uint64) *MatchPlayerUpdate { if v != nil { _u.SetMatchStats(*v) } return _u } // ClearMatchStats clears the value of the "match_stats" field. func (_u *MatchPlayerUpdate) ClearMatchStats() *MatchPlayerUpdate { _u.mutation.ClearMatchStats() return _u } // SetPlayerStats sets the "player_stats" field. func (_u *MatchPlayerUpdate) SetPlayerStats(v uint64) *MatchPlayerUpdate { _u.mutation.SetPlayerStats(v) return _u } // SetNillablePlayerStats sets the "player_stats" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillablePlayerStats(v *uint64) *MatchPlayerUpdate { if v != nil { _u.SetPlayerStats(*v) } return _u } // ClearPlayerStats clears the value of the "player_stats" field. func (_u *MatchPlayerUpdate) ClearPlayerStats() *MatchPlayerUpdate { _u.mutation.ClearPlayerStats() return _u } // SetFlashAssists sets the "flash_assists" field. func (_u *MatchPlayerUpdate) SetFlashAssists(v int) *MatchPlayerUpdate { _u.mutation.ResetFlashAssists() _u.mutation.SetFlashAssists(v) return _u } // SetNillableFlashAssists sets the "flash_assists" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableFlashAssists(v *int) *MatchPlayerUpdate { if v != nil { _u.SetFlashAssists(*v) } return _u } // AddFlashAssists adds value to the "flash_assists" field. func (_u *MatchPlayerUpdate) AddFlashAssists(v int) *MatchPlayerUpdate { _u.mutation.AddFlashAssists(v) return _u } // ClearFlashAssists clears the value of the "flash_assists" field. func (_u *MatchPlayerUpdate) ClearFlashAssists() *MatchPlayerUpdate { _u.mutation.ClearFlashAssists() return _u } // SetAvgPing sets the "avg_ping" field. func (_u *MatchPlayerUpdate) SetAvgPing(v float64) *MatchPlayerUpdate { _u.mutation.ResetAvgPing() _u.mutation.SetAvgPing(v) return _u } // SetNillableAvgPing sets the "avg_ping" field if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableAvgPing(v *float64) *MatchPlayerUpdate { if v != nil { _u.SetAvgPing(*v) } return _u } // AddAvgPing adds value to the "avg_ping" field. func (_u *MatchPlayerUpdate) AddAvgPing(v float64) *MatchPlayerUpdate { _u.mutation.AddAvgPing(v) return _u } // ClearAvgPing clears the value of the "avg_ping" field. func (_u *MatchPlayerUpdate) ClearAvgPing() *MatchPlayerUpdate { _u.mutation.ClearAvgPing() return _u } // SetMatchesID sets the "matches" edge to the Match entity by ID. func (_u *MatchPlayerUpdate) SetMatchesID(id uint64) *MatchPlayerUpdate { _u.mutation.SetMatchesID(id) return _u } // SetNillableMatchesID sets the "matches" edge to the Match entity by ID if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillableMatchesID(id *uint64) *MatchPlayerUpdate { if id != nil { _u = _u.SetMatchesID(*id) } return _u } // SetMatches sets the "matches" edge to the Match entity. func (_u *MatchPlayerUpdate) SetMatches(v *Match) *MatchPlayerUpdate { return _u.SetMatchesID(v.ID) } // SetPlayersID sets the "players" edge to the Player entity by ID. func (_u *MatchPlayerUpdate) SetPlayersID(id uint64) *MatchPlayerUpdate { _u.mutation.SetPlayersID(id) return _u } // SetNillablePlayersID sets the "players" edge to the Player entity by ID if the given value is not nil. func (_u *MatchPlayerUpdate) SetNillablePlayersID(id *uint64) *MatchPlayerUpdate { if id != nil { _u = _u.SetPlayersID(*id) } return _u } // SetPlayers sets the "players" edge to the Player entity. func (_u *MatchPlayerUpdate) SetPlayers(v *Player) *MatchPlayerUpdate { return _u.SetPlayersID(v.ID) } // AddWeaponStatIDs adds the "weapon_stats" edge to the Weapon entity by IDs. func (_u *MatchPlayerUpdate) AddWeaponStatIDs(ids ...int) *MatchPlayerUpdate { _u.mutation.AddWeaponStatIDs(ids...) return _u } // AddWeaponStats adds the "weapon_stats" edges to the Weapon entity. func (_u *MatchPlayerUpdate) AddWeaponStats(v ...*Weapon) *MatchPlayerUpdate { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.AddWeaponStatIDs(ids...) } // AddRoundStatIDs adds the "round_stats" edge to the RoundStats entity by IDs. func (_u *MatchPlayerUpdate) AddRoundStatIDs(ids ...int) *MatchPlayerUpdate { _u.mutation.AddRoundStatIDs(ids...) return _u } // AddRoundStats adds the "round_stats" edges to the RoundStats entity. func (_u *MatchPlayerUpdate) AddRoundStats(v ...*RoundStats) *MatchPlayerUpdate { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.AddRoundStatIDs(ids...) } // AddSprayIDs adds the "spray" edge to the Spray entity by IDs. func (_u *MatchPlayerUpdate) AddSprayIDs(ids ...int) *MatchPlayerUpdate { _u.mutation.AddSprayIDs(ids...) return _u } // AddSpray adds the "spray" edges to the Spray entity. func (_u *MatchPlayerUpdate) AddSpray(v ...*Spray) *MatchPlayerUpdate { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.AddSprayIDs(ids...) } // AddMessageIDs adds the "messages" edge to the Messages entity by IDs. func (_u *MatchPlayerUpdate) AddMessageIDs(ids ...int) *MatchPlayerUpdate { _u.mutation.AddMessageIDs(ids...) return _u } // AddMessages adds the "messages" edges to the Messages entity. func (_u *MatchPlayerUpdate) AddMessages(v ...*Messages) *MatchPlayerUpdate { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.AddMessageIDs(ids...) } // Mutation returns the MatchPlayerMutation object of the builder. func (_u *MatchPlayerUpdate) Mutation() *MatchPlayerMutation { return _u.mutation } // ClearMatches clears the "matches" edge to the Match entity. func (_u *MatchPlayerUpdate) ClearMatches() *MatchPlayerUpdate { _u.mutation.ClearMatches() return _u } // ClearPlayers clears the "players" edge to the Player entity. func (_u *MatchPlayerUpdate) ClearPlayers() *MatchPlayerUpdate { _u.mutation.ClearPlayers() return _u } // ClearWeaponStats clears all "weapon_stats" edges to the Weapon entity. func (_u *MatchPlayerUpdate) ClearWeaponStats() *MatchPlayerUpdate { _u.mutation.ClearWeaponStats() return _u } // RemoveWeaponStatIDs removes the "weapon_stats" edge to Weapon entities by IDs. func (_u *MatchPlayerUpdate) RemoveWeaponStatIDs(ids ...int) *MatchPlayerUpdate { _u.mutation.RemoveWeaponStatIDs(ids...) return _u } // RemoveWeaponStats removes "weapon_stats" edges to Weapon entities. func (_u *MatchPlayerUpdate) RemoveWeaponStats(v ...*Weapon) *MatchPlayerUpdate { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.RemoveWeaponStatIDs(ids...) } // ClearRoundStats clears all "round_stats" edges to the RoundStats entity. func (_u *MatchPlayerUpdate) ClearRoundStats() *MatchPlayerUpdate { _u.mutation.ClearRoundStats() return _u } // RemoveRoundStatIDs removes the "round_stats" edge to RoundStats entities by IDs. func (_u *MatchPlayerUpdate) RemoveRoundStatIDs(ids ...int) *MatchPlayerUpdate { _u.mutation.RemoveRoundStatIDs(ids...) return _u } // RemoveRoundStats removes "round_stats" edges to RoundStats entities. func (_u *MatchPlayerUpdate) RemoveRoundStats(v ...*RoundStats) *MatchPlayerUpdate { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.RemoveRoundStatIDs(ids...) } // ClearSpray clears all "spray" edges to the Spray entity. func (_u *MatchPlayerUpdate) ClearSpray() *MatchPlayerUpdate { _u.mutation.ClearSpray() return _u } // RemoveSprayIDs removes the "spray" edge to Spray entities by IDs. func (_u *MatchPlayerUpdate) RemoveSprayIDs(ids ...int) *MatchPlayerUpdate { _u.mutation.RemoveSprayIDs(ids...) return _u } // RemoveSpray removes "spray" edges to Spray entities. func (_u *MatchPlayerUpdate) RemoveSpray(v ...*Spray) *MatchPlayerUpdate { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.RemoveSprayIDs(ids...) } // ClearMessages clears all "messages" edges to the Messages entity. func (_u *MatchPlayerUpdate) ClearMessages() *MatchPlayerUpdate { _u.mutation.ClearMessages() return _u } // RemoveMessageIDs removes the "messages" edge to Messages entities by IDs. func (_u *MatchPlayerUpdate) RemoveMessageIDs(ids ...int) *MatchPlayerUpdate { _u.mutation.RemoveMessageIDs(ids...) return _u } // RemoveMessages removes "messages" edges to Messages entities. func (_u *MatchPlayerUpdate) RemoveMessages(v ...*Messages) *MatchPlayerUpdate { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.RemoveMessageIDs(ids...) } // Save executes the query and returns the number of nodes affected by the update operation. func (_u *MatchPlayerUpdate) Save(ctx context.Context) (int, error) { return withHooks(ctx, _u.sqlSave, _u.mutation, _u.hooks) } // SaveX is like Save, but panics if an error occurs. func (_u *MatchPlayerUpdate) SaveX(ctx context.Context) int { affected, err := _u.Save(ctx) if err != nil { panic(err) } return affected } // Exec executes the query. func (_u *MatchPlayerUpdate) Exec(ctx context.Context) error { _, err := _u.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (_u *MatchPlayerUpdate) ExecX(ctx context.Context) { if err := _u.Exec(ctx); err != nil { panic(err) } } // check runs all checks and user-defined validators on the builder. func (_u *MatchPlayerUpdate) check() error { if v, ok := _u.mutation.Color(); ok { if err := matchplayer.ColorValidator(v); err != nil { return &ValidationError{Name: "color", err: fmt.Errorf(`ent: validator failed for field "MatchPlayer.color": %w`, err)} } } return nil } // Modify adds a statement modifier for attaching custom logic to the UPDATE statement. func (_u *MatchPlayerUpdate) Modify(modifiers ...func(u *sql.UpdateBuilder)) *MatchPlayerUpdate { _u.modifiers = append(_u.modifiers, modifiers...) return _u } func (_u *MatchPlayerUpdate) sqlSave(ctx context.Context) (_node int, err error) { if err := _u.check(); err != nil { return _node, err } _spec := sqlgraph.NewUpdateSpec(matchplayer.Table, matchplayer.Columns, sqlgraph.NewFieldSpec(matchplayer.FieldID, field.TypeInt)) if ps := _u.mutation.predicates; len(ps) > 0 { _spec.Predicate = func(selector *sql.Selector) { for i := range ps { ps[i](selector) } } } if value, ok := _u.mutation.TeamID(); ok { _spec.SetField(matchplayer.FieldTeamID, field.TypeInt, value) } if value, ok := _u.mutation.AddedTeamID(); ok { _spec.AddField(matchplayer.FieldTeamID, field.TypeInt, value) } if value, ok := _u.mutation.Kills(); ok { _spec.SetField(matchplayer.FieldKills, field.TypeInt, value) } if value, ok := _u.mutation.AddedKills(); ok { _spec.AddField(matchplayer.FieldKills, field.TypeInt, value) } if value, ok := _u.mutation.Deaths(); ok { _spec.SetField(matchplayer.FieldDeaths, field.TypeInt, value) } if value, ok := _u.mutation.AddedDeaths(); ok { _spec.AddField(matchplayer.FieldDeaths, field.TypeInt, value) } if value, ok := _u.mutation.Assists(); ok { _spec.SetField(matchplayer.FieldAssists, field.TypeInt, value) } if value, ok := _u.mutation.AddedAssists(); ok { _spec.AddField(matchplayer.FieldAssists, field.TypeInt, value) } if value, ok := _u.mutation.Headshot(); ok { _spec.SetField(matchplayer.FieldHeadshot, field.TypeInt, value) } if value, ok := _u.mutation.AddedHeadshot(); ok { _spec.AddField(matchplayer.FieldHeadshot, field.TypeInt, value) } if value, ok := _u.mutation.Mvp(); ok { _spec.SetField(matchplayer.FieldMvp, field.TypeUint, value) } if value, ok := _u.mutation.AddedMvp(); ok { _spec.AddField(matchplayer.FieldMvp, field.TypeUint, value) } if value, ok := _u.mutation.Score(); ok { _spec.SetField(matchplayer.FieldScore, field.TypeInt, value) } if value, ok := _u.mutation.AddedScore(); ok { _spec.AddField(matchplayer.FieldScore, field.TypeInt, value) } if value, ok := _u.mutation.RankNew(); ok { _spec.SetField(matchplayer.FieldRankNew, field.TypeInt, value) } if value, ok := _u.mutation.AddedRankNew(); ok { _spec.AddField(matchplayer.FieldRankNew, field.TypeInt, value) } if _u.mutation.RankNewCleared() { _spec.ClearField(matchplayer.FieldRankNew, field.TypeInt) } if value, ok := _u.mutation.RankOld(); ok { _spec.SetField(matchplayer.FieldRankOld, field.TypeInt, value) } if value, ok := _u.mutation.AddedRankOld(); ok { _spec.AddField(matchplayer.FieldRankOld, field.TypeInt, value) } if _u.mutation.RankOldCleared() { _spec.ClearField(matchplayer.FieldRankOld, field.TypeInt) } if value, ok := _u.mutation.Mk2(); ok { _spec.SetField(matchplayer.FieldMk2, field.TypeUint, value) } if value, ok := _u.mutation.AddedMk2(); ok { _spec.AddField(matchplayer.FieldMk2, field.TypeUint, value) } if _u.mutation.Mk2Cleared() { _spec.ClearField(matchplayer.FieldMk2, field.TypeUint) } if value, ok := _u.mutation.Mk3(); ok { _spec.SetField(matchplayer.FieldMk3, field.TypeUint, value) } if value, ok := _u.mutation.AddedMk3(); ok { _spec.AddField(matchplayer.FieldMk3, field.TypeUint, value) } if _u.mutation.Mk3Cleared() { _spec.ClearField(matchplayer.FieldMk3, field.TypeUint) } if value, ok := _u.mutation.Mk4(); ok { _spec.SetField(matchplayer.FieldMk4, field.TypeUint, value) } if value, ok := _u.mutation.AddedMk4(); ok { _spec.AddField(matchplayer.FieldMk4, field.TypeUint, value) } if _u.mutation.Mk4Cleared() { _spec.ClearField(matchplayer.FieldMk4, field.TypeUint) } if value, ok := _u.mutation.Mk5(); ok { _spec.SetField(matchplayer.FieldMk5, field.TypeUint, value) } if value, ok := _u.mutation.AddedMk5(); ok { _spec.AddField(matchplayer.FieldMk5, field.TypeUint, value) } if _u.mutation.Mk5Cleared() { _spec.ClearField(matchplayer.FieldMk5, field.TypeUint) } if value, ok := _u.mutation.DmgEnemy(); ok { _spec.SetField(matchplayer.FieldDmgEnemy, field.TypeUint, value) } if value, ok := _u.mutation.AddedDmgEnemy(); ok { _spec.AddField(matchplayer.FieldDmgEnemy, field.TypeUint, value) } if _u.mutation.DmgEnemyCleared() { _spec.ClearField(matchplayer.FieldDmgEnemy, field.TypeUint) } if value, ok := _u.mutation.DmgTeam(); ok { _spec.SetField(matchplayer.FieldDmgTeam, field.TypeUint, value) } if value, ok := _u.mutation.AddedDmgTeam(); ok { _spec.AddField(matchplayer.FieldDmgTeam, field.TypeUint, value) } if _u.mutation.DmgTeamCleared() { _spec.ClearField(matchplayer.FieldDmgTeam, field.TypeUint) } if value, ok := _u.mutation.UdHe(); ok { _spec.SetField(matchplayer.FieldUdHe, field.TypeUint, value) } if value, ok := _u.mutation.AddedUdHe(); ok { _spec.AddField(matchplayer.FieldUdHe, field.TypeUint, value) } if _u.mutation.UdHeCleared() { _spec.ClearField(matchplayer.FieldUdHe, field.TypeUint) } if value, ok := _u.mutation.UdFlames(); ok { _spec.SetField(matchplayer.FieldUdFlames, field.TypeUint, value) } if value, ok := _u.mutation.AddedUdFlames(); ok { _spec.AddField(matchplayer.FieldUdFlames, field.TypeUint, value) } if _u.mutation.UdFlamesCleared() { _spec.ClearField(matchplayer.FieldUdFlames, field.TypeUint) } if value, ok := _u.mutation.UdFlash(); ok { _spec.SetField(matchplayer.FieldUdFlash, field.TypeUint, value) } if value, ok := _u.mutation.AddedUdFlash(); ok { _spec.AddField(matchplayer.FieldUdFlash, field.TypeUint, value) } if _u.mutation.UdFlashCleared() { _spec.ClearField(matchplayer.FieldUdFlash, field.TypeUint) } if value, ok := _u.mutation.UdDecoy(); ok { _spec.SetField(matchplayer.FieldUdDecoy, field.TypeUint, value) } if value, ok := _u.mutation.AddedUdDecoy(); ok { _spec.AddField(matchplayer.FieldUdDecoy, field.TypeUint, value) } if _u.mutation.UdDecoyCleared() { _spec.ClearField(matchplayer.FieldUdDecoy, field.TypeUint) } if value, ok := _u.mutation.UdSmoke(); ok { _spec.SetField(matchplayer.FieldUdSmoke, field.TypeUint, value) } if value, ok := _u.mutation.AddedUdSmoke(); ok { _spec.AddField(matchplayer.FieldUdSmoke, field.TypeUint, value) } if _u.mutation.UdSmokeCleared() { _spec.ClearField(matchplayer.FieldUdSmoke, field.TypeUint) } if value, ok := _u.mutation.Crosshair(); ok { _spec.SetField(matchplayer.FieldCrosshair, field.TypeString, value) } if _u.mutation.CrosshairCleared() { _spec.ClearField(matchplayer.FieldCrosshair, field.TypeString) } if value, ok := _u.mutation.Color(); ok { _spec.SetField(matchplayer.FieldColor, field.TypeEnum, value) } if _u.mutation.ColorCleared() { _spec.ClearField(matchplayer.FieldColor, field.TypeEnum) } if value, ok := _u.mutation.Kast(); ok { _spec.SetField(matchplayer.FieldKast, field.TypeInt, value) } if value, ok := _u.mutation.AddedKast(); ok { _spec.AddField(matchplayer.FieldKast, field.TypeInt, value) } if _u.mutation.KastCleared() { _spec.ClearField(matchplayer.FieldKast, field.TypeInt) } if value, ok := _u.mutation.FlashDurationSelf(); ok { _spec.SetField(matchplayer.FieldFlashDurationSelf, field.TypeFloat32, value) } if value, ok := _u.mutation.AddedFlashDurationSelf(); ok { _spec.AddField(matchplayer.FieldFlashDurationSelf, field.TypeFloat32, value) } if _u.mutation.FlashDurationSelfCleared() { _spec.ClearField(matchplayer.FieldFlashDurationSelf, field.TypeFloat32) } if value, ok := _u.mutation.FlashDurationTeam(); ok { _spec.SetField(matchplayer.FieldFlashDurationTeam, field.TypeFloat32, value) } if value, ok := _u.mutation.AddedFlashDurationTeam(); ok { _spec.AddField(matchplayer.FieldFlashDurationTeam, field.TypeFloat32, value) } if _u.mutation.FlashDurationTeamCleared() { _spec.ClearField(matchplayer.FieldFlashDurationTeam, field.TypeFloat32) } if value, ok := _u.mutation.FlashDurationEnemy(); ok { _spec.SetField(matchplayer.FieldFlashDurationEnemy, field.TypeFloat32, value) } if value, ok := _u.mutation.AddedFlashDurationEnemy(); ok { _spec.AddField(matchplayer.FieldFlashDurationEnemy, field.TypeFloat32, value) } if _u.mutation.FlashDurationEnemyCleared() { _spec.ClearField(matchplayer.FieldFlashDurationEnemy, field.TypeFloat32) } if value, ok := _u.mutation.FlashTotalSelf(); ok { _spec.SetField(matchplayer.FieldFlashTotalSelf, field.TypeUint, value) } if value, ok := _u.mutation.AddedFlashTotalSelf(); ok { _spec.AddField(matchplayer.FieldFlashTotalSelf, field.TypeUint, value) } if _u.mutation.FlashTotalSelfCleared() { _spec.ClearField(matchplayer.FieldFlashTotalSelf, field.TypeUint) } if value, ok := _u.mutation.FlashTotalTeam(); ok { _spec.SetField(matchplayer.FieldFlashTotalTeam, field.TypeUint, value) } if value, ok := _u.mutation.AddedFlashTotalTeam(); ok { _spec.AddField(matchplayer.FieldFlashTotalTeam, field.TypeUint, value) } if _u.mutation.FlashTotalTeamCleared() { _spec.ClearField(matchplayer.FieldFlashTotalTeam, field.TypeUint) } if value, ok := _u.mutation.FlashTotalEnemy(); ok { _spec.SetField(matchplayer.FieldFlashTotalEnemy, field.TypeUint, value) } if value, ok := _u.mutation.AddedFlashTotalEnemy(); ok { _spec.AddField(matchplayer.FieldFlashTotalEnemy, field.TypeUint, value) } if _u.mutation.FlashTotalEnemyCleared() { _spec.ClearField(matchplayer.FieldFlashTotalEnemy, field.TypeUint) } if value, ok := _u.mutation.FlashAssists(); ok { _spec.SetField(matchplayer.FieldFlashAssists, field.TypeInt, value) } if value, ok := _u.mutation.AddedFlashAssists(); ok { _spec.AddField(matchplayer.FieldFlashAssists, field.TypeInt, value) } if _u.mutation.FlashAssistsCleared() { _spec.ClearField(matchplayer.FieldFlashAssists, field.TypeInt) } if value, ok := _u.mutation.AvgPing(); ok { _spec.SetField(matchplayer.FieldAvgPing, field.TypeFloat64, value) } if value, ok := _u.mutation.AddedAvgPing(); ok { _spec.AddField(matchplayer.FieldAvgPing, field.TypeFloat64, value) } if _u.mutation.AvgPingCleared() { _spec.ClearField(matchplayer.FieldAvgPing, field.TypeFloat64) } if _u.mutation.MatchesCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: matchplayer.MatchesTable, Columns: []string{matchplayer.MatchesColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(match.FieldID, field.TypeUint64), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.MatchesIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: matchplayer.MatchesTable, Columns: []string{matchplayer.MatchesColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(match.FieldID, field.TypeUint64), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } if _u.mutation.PlayersCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: matchplayer.PlayersTable, Columns: []string{matchplayer.PlayersColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(player.FieldID, field.TypeUint64), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.PlayersIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: matchplayer.PlayersTable, Columns: []string{matchplayer.PlayersColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(player.FieldID, field.TypeUint64), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } if _u.mutation.WeaponStatsCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.WeaponStatsTable, Columns: []string{matchplayer.WeaponStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(weapon.FieldID, field.TypeInt), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.RemovedWeaponStatsIDs(); len(nodes) > 0 && !_u.mutation.WeaponStatsCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.WeaponStatsTable, Columns: []string{matchplayer.WeaponStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(weapon.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.WeaponStatsIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.WeaponStatsTable, Columns: []string{matchplayer.WeaponStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(weapon.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } if _u.mutation.RoundStatsCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.RoundStatsTable, Columns: []string{matchplayer.RoundStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(roundstats.FieldID, field.TypeInt), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.RemovedRoundStatsIDs(); len(nodes) > 0 && !_u.mutation.RoundStatsCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.RoundStatsTable, Columns: []string{matchplayer.RoundStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(roundstats.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.RoundStatsIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.RoundStatsTable, Columns: []string{matchplayer.RoundStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(roundstats.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } if _u.mutation.SprayCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.SprayTable, Columns: []string{matchplayer.SprayColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(spray.FieldID, field.TypeInt), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.RemovedSprayIDs(); len(nodes) > 0 && !_u.mutation.SprayCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.SprayTable, Columns: []string{matchplayer.SprayColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(spray.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.SprayIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.SprayTable, Columns: []string{matchplayer.SprayColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(spray.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } if _u.mutation.MessagesCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.MessagesTable, Columns: []string{matchplayer.MessagesColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(messages.FieldID, field.TypeInt), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.RemovedMessagesIDs(); len(nodes) > 0 && !_u.mutation.MessagesCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.MessagesTable, Columns: []string{matchplayer.MessagesColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(messages.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.MessagesIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.MessagesTable, Columns: []string{matchplayer.MessagesColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(messages.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } _spec.AddModifiers(_u.modifiers...) if _node, err = sqlgraph.UpdateNodes(ctx, _u.driver, _spec); err != nil { if _, ok := err.(*sqlgraph.NotFoundError); ok { err = &NotFoundError{matchplayer.Label} } else if sqlgraph.IsConstraintError(err) { err = &ConstraintError{msg: err.Error(), wrap: err} } return 0, err } _u.mutation.done = true return _node, nil } // MatchPlayerUpdateOne is the builder for updating a single MatchPlayer entity. type MatchPlayerUpdateOne struct { config fields []string hooks []Hook mutation *MatchPlayerMutation modifiers []func(*sql.UpdateBuilder) } // SetTeamID sets the "team_id" field. func (_u *MatchPlayerUpdateOne) SetTeamID(v int) *MatchPlayerUpdateOne { _u.mutation.ResetTeamID() _u.mutation.SetTeamID(v) return _u } // SetNillableTeamID sets the "team_id" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableTeamID(v *int) *MatchPlayerUpdateOne { if v != nil { _u.SetTeamID(*v) } return _u } // AddTeamID adds value to the "team_id" field. func (_u *MatchPlayerUpdateOne) AddTeamID(v int) *MatchPlayerUpdateOne { _u.mutation.AddTeamID(v) return _u } // SetKills sets the "kills" field. func (_u *MatchPlayerUpdateOne) SetKills(v int) *MatchPlayerUpdateOne { _u.mutation.ResetKills() _u.mutation.SetKills(v) return _u } // SetNillableKills sets the "kills" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableKills(v *int) *MatchPlayerUpdateOne { if v != nil { _u.SetKills(*v) } return _u } // AddKills adds value to the "kills" field. func (_u *MatchPlayerUpdateOne) AddKills(v int) *MatchPlayerUpdateOne { _u.mutation.AddKills(v) return _u } // SetDeaths sets the "deaths" field. func (_u *MatchPlayerUpdateOne) SetDeaths(v int) *MatchPlayerUpdateOne { _u.mutation.ResetDeaths() _u.mutation.SetDeaths(v) return _u } // SetNillableDeaths sets the "deaths" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableDeaths(v *int) *MatchPlayerUpdateOne { if v != nil { _u.SetDeaths(*v) } return _u } // AddDeaths adds value to the "deaths" field. func (_u *MatchPlayerUpdateOne) AddDeaths(v int) *MatchPlayerUpdateOne { _u.mutation.AddDeaths(v) return _u } // SetAssists sets the "assists" field. func (_u *MatchPlayerUpdateOne) SetAssists(v int) *MatchPlayerUpdateOne { _u.mutation.ResetAssists() _u.mutation.SetAssists(v) return _u } // SetNillableAssists sets the "assists" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableAssists(v *int) *MatchPlayerUpdateOne { if v != nil { _u.SetAssists(*v) } return _u } // AddAssists adds value to the "assists" field. func (_u *MatchPlayerUpdateOne) AddAssists(v int) *MatchPlayerUpdateOne { _u.mutation.AddAssists(v) return _u } // SetHeadshot sets the "headshot" field. func (_u *MatchPlayerUpdateOne) SetHeadshot(v int) *MatchPlayerUpdateOne { _u.mutation.ResetHeadshot() _u.mutation.SetHeadshot(v) return _u } // SetNillableHeadshot sets the "headshot" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableHeadshot(v *int) *MatchPlayerUpdateOne { if v != nil { _u.SetHeadshot(*v) } return _u } // AddHeadshot adds value to the "headshot" field. func (_u *MatchPlayerUpdateOne) AddHeadshot(v int) *MatchPlayerUpdateOne { _u.mutation.AddHeadshot(v) return _u } // SetMvp sets the "mvp" field. func (_u *MatchPlayerUpdateOne) SetMvp(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetMvp() _u.mutation.SetMvp(v) return _u } // SetNillableMvp sets the "mvp" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableMvp(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetMvp(*v) } return _u } // AddMvp adds value to the "mvp" field. func (_u *MatchPlayerUpdateOne) AddMvp(v int) *MatchPlayerUpdateOne { _u.mutation.AddMvp(v) return _u } // SetScore sets the "score" field. func (_u *MatchPlayerUpdateOne) SetScore(v int) *MatchPlayerUpdateOne { _u.mutation.ResetScore() _u.mutation.SetScore(v) return _u } // SetNillableScore sets the "score" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableScore(v *int) *MatchPlayerUpdateOne { if v != nil { _u.SetScore(*v) } return _u } // AddScore adds value to the "score" field. func (_u *MatchPlayerUpdateOne) AddScore(v int) *MatchPlayerUpdateOne { _u.mutation.AddScore(v) return _u } // SetRankNew sets the "rank_new" field. func (_u *MatchPlayerUpdateOne) SetRankNew(v int) *MatchPlayerUpdateOne { _u.mutation.ResetRankNew() _u.mutation.SetRankNew(v) return _u } // SetNillableRankNew sets the "rank_new" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableRankNew(v *int) *MatchPlayerUpdateOne { if v != nil { _u.SetRankNew(*v) } return _u } // AddRankNew adds value to the "rank_new" field. func (_u *MatchPlayerUpdateOne) AddRankNew(v int) *MatchPlayerUpdateOne { _u.mutation.AddRankNew(v) return _u } // ClearRankNew clears the value of the "rank_new" field. func (_u *MatchPlayerUpdateOne) ClearRankNew() *MatchPlayerUpdateOne { _u.mutation.ClearRankNew() return _u } // SetRankOld sets the "rank_old" field. func (_u *MatchPlayerUpdateOne) SetRankOld(v int) *MatchPlayerUpdateOne { _u.mutation.ResetRankOld() _u.mutation.SetRankOld(v) return _u } // SetNillableRankOld sets the "rank_old" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableRankOld(v *int) *MatchPlayerUpdateOne { if v != nil { _u.SetRankOld(*v) } return _u } // AddRankOld adds value to the "rank_old" field. func (_u *MatchPlayerUpdateOne) AddRankOld(v int) *MatchPlayerUpdateOne { _u.mutation.AddRankOld(v) return _u } // ClearRankOld clears the value of the "rank_old" field. func (_u *MatchPlayerUpdateOne) ClearRankOld() *MatchPlayerUpdateOne { _u.mutation.ClearRankOld() return _u } // SetMk2 sets the "mk_2" field. func (_u *MatchPlayerUpdateOne) SetMk2(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetMk2() _u.mutation.SetMk2(v) return _u } // SetNillableMk2 sets the "mk_2" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableMk2(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetMk2(*v) } return _u } // AddMk2 adds value to the "mk_2" field. func (_u *MatchPlayerUpdateOne) AddMk2(v int) *MatchPlayerUpdateOne { _u.mutation.AddMk2(v) return _u } // ClearMk2 clears the value of the "mk_2" field. func (_u *MatchPlayerUpdateOne) ClearMk2() *MatchPlayerUpdateOne { _u.mutation.ClearMk2() return _u } // SetMk3 sets the "mk_3" field. func (_u *MatchPlayerUpdateOne) SetMk3(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetMk3() _u.mutation.SetMk3(v) return _u } // SetNillableMk3 sets the "mk_3" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableMk3(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetMk3(*v) } return _u } // AddMk3 adds value to the "mk_3" field. func (_u *MatchPlayerUpdateOne) AddMk3(v int) *MatchPlayerUpdateOne { _u.mutation.AddMk3(v) return _u } // ClearMk3 clears the value of the "mk_3" field. func (_u *MatchPlayerUpdateOne) ClearMk3() *MatchPlayerUpdateOne { _u.mutation.ClearMk3() return _u } // SetMk4 sets the "mk_4" field. func (_u *MatchPlayerUpdateOne) SetMk4(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetMk4() _u.mutation.SetMk4(v) return _u } // SetNillableMk4 sets the "mk_4" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableMk4(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetMk4(*v) } return _u } // AddMk4 adds value to the "mk_4" field. func (_u *MatchPlayerUpdateOne) AddMk4(v int) *MatchPlayerUpdateOne { _u.mutation.AddMk4(v) return _u } // ClearMk4 clears the value of the "mk_4" field. func (_u *MatchPlayerUpdateOne) ClearMk4() *MatchPlayerUpdateOne { _u.mutation.ClearMk4() return _u } // SetMk5 sets the "mk_5" field. func (_u *MatchPlayerUpdateOne) SetMk5(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetMk5() _u.mutation.SetMk5(v) return _u } // SetNillableMk5 sets the "mk_5" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableMk5(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetMk5(*v) } return _u } // AddMk5 adds value to the "mk_5" field. func (_u *MatchPlayerUpdateOne) AddMk5(v int) *MatchPlayerUpdateOne { _u.mutation.AddMk5(v) return _u } // ClearMk5 clears the value of the "mk_5" field. func (_u *MatchPlayerUpdateOne) ClearMk5() *MatchPlayerUpdateOne { _u.mutation.ClearMk5() return _u } // SetDmgEnemy sets the "dmg_enemy" field. func (_u *MatchPlayerUpdateOne) SetDmgEnemy(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetDmgEnemy() _u.mutation.SetDmgEnemy(v) return _u } // SetNillableDmgEnemy sets the "dmg_enemy" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableDmgEnemy(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetDmgEnemy(*v) } return _u } // AddDmgEnemy adds value to the "dmg_enemy" field. func (_u *MatchPlayerUpdateOne) AddDmgEnemy(v int) *MatchPlayerUpdateOne { _u.mutation.AddDmgEnemy(v) return _u } // ClearDmgEnemy clears the value of the "dmg_enemy" field. func (_u *MatchPlayerUpdateOne) ClearDmgEnemy() *MatchPlayerUpdateOne { _u.mutation.ClearDmgEnemy() return _u } // SetDmgTeam sets the "dmg_team" field. func (_u *MatchPlayerUpdateOne) SetDmgTeam(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetDmgTeam() _u.mutation.SetDmgTeam(v) return _u } // SetNillableDmgTeam sets the "dmg_team" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableDmgTeam(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetDmgTeam(*v) } return _u } // AddDmgTeam adds value to the "dmg_team" field. func (_u *MatchPlayerUpdateOne) AddDmgTeam(v int) *MatchPlayerUpdateOne { _u.mutation.AddDmgTeam(v) return _u } // ClearDmgTeam clears the value of the "dmg_team" field. func (_u *MatchPlayerUpdateOne) ClearDmgTeam() *MatchPlayerUpdateOne { _u.mutation.ClearDmgTeam() return _u } // SetUdHe sets the "ud_he" field. func (_u *MatchPlayerUpdateOne) SetUdHe(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetUdHe() _u.mutation.SetUdHe(v) return _u } // SetNillableUdHe sets the "ud_he" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableUdHe(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetUdHe(*v) } return _u } // AddUdHe adds value to the "ud_he" field. func (_u *MatchPlayerUpdateOne) AddUdHe(v int) *MatchPlayerUpdateOne { _u.mutation.AddUdHe(v) return _u } // ClearUdHe clears the value of the "ud_he" field. func (_u *MatchPlayerUpdateOne) ClearUdHe() *MatchPlayerUpdateOne { _u.mutation.ClearUdHe() return _u } // SetUdFlames sets the "ud_flames" field. func (_u *MatchPlayerUpdateOne) SetUdFlames(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetUdFlames() _u.mutation.SetUdFlames(v) return _u } // SetNillableUdFlames sets the "ud_flames" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableUdFlames(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetUdFlames(*v) } return _u } // AddUdFlames adds value to the "ud_flames" field. func (_u *MatchPlayerUpdateOne) AddUdFlames(v int) *MatchPlayerUpdateOne { _u.mutation.AddUdFlames(v) return _u } // ClearUdFlames clears the value of the "ud_flames" field. func (_u *MatchPlayerUpdateOne) ClearUdFlames() *MatchPlayerUpdateOne { _u.mutation.ClearUdFlames() return _u } // SetUdFlash sets the "ud_flash" field. func (_u *MatchPlayerUpdateOne) SetUdFlash(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetUdFlash() _u.mutation.SetUdFlash(v) return _u } // SetNillableUdFlash sets the "ud_flash" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableUdFlash(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetUdFlash(*v) } return _u } // AddUdFlash adds value to the "ud_flash" field. func (_u *MatchPlayerUpdateOne) AddUdFlash(v int) *MatchPlayerUpdateOne { _u.mutation.AddUdFlash(v) return _u } // ClearUdFlash clears the value of the "ud_flash" field. func (_u *MatchPlayerUpdateOne) ClearUdFlash() *MatchPlayerUpdateOne { _u.mutation.ClearUdFlash() return _u } // SetUdDecoy sets the "ud_decoy" field. func (_u *MatchPlayerUpdateOne) SetUdDecoy(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetUdDecoy() _u.mutation.SetUdDecoy(v) return _u } // SetNillableUdDecoy sets the "ud_decoy" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableUdDecoy(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetUdDecoy(*v) } return _u } // AddUdDecoy adds value to the "ud_decoy" field. func (_u *MatchPlayerUpdateOne) AddUdDecoy(v int) *MatchPlayerUpdateOne { _u.mutation.AddUdDecoy(v) return _u } // ClearUdDecoy clears the value of the "ud_decoy" field. func (_u *MatchPlayerUpdateOne) ClearUdDecoy() *MatchPlayerUpdateOne { _u.mutation.ClearUdDecoy() return _u } // SetUdSmoke sets the "ud_smoke" field. func (_u *MatchPlayerUpdateOne) SetUdSmoke(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetUdSmoke() _u.mutation.SetUdSmoke(v) return _u } // SetNillableUdSmoke sets the "ud_smoke" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableUdSmoke(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetUdSmoke(*v) } return _u } // AddUdSmoke adds value to the "ud_smoke" field. func (_u *MatchPlayerUpdateOne) AddUdSmoke(v int) *MatchPlayerUpdateOne { _u.mutation.AddUdSmoke(v) return _u } // ClearUdSmoke clears the value of the "ud_smoke" field. func (_u *MatchPlayerUpdateOne) ClearUdSmoke() *MatchPlayerUpdateOne { _u.mutation.ClearUdSmoke() return _u } // SetCrosshair sets the "crosshair" field. func (_u *MatchPlayerUpdateOne) SetCrosshair(v string) *MatchPlayerUpdateOne { _u.mutation.SetCrosshair(v) return _u } // SetNillableCrosshair sets the "crosshair" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableCrosshair(v *string) *MatchPlayerUpdateOne { if v != nil { _u.SetCrosshair(*v) } return _u } // ClearCrosshair clears the value of the "crosshair" field. func (_u *MatchPlayerUpdateOne) ClearCrosshair() *MatchPlayerUpdateOne { _u.mutation.ClearCrosshair() return _u } // SetColor sets the "color" field. func (_u *MatchPlayerUpdateOne) SetColor(v matchplayer.Color) *MatchPlayerUpdateOne { _u.mutation.SetColor(v) return _u } // SetNillableColor sets the "color" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableColor(v *matchplayer.Color) *MatchPlayerUpdateOne { if v != nil { _u.SetColor(*v) } return _u } // ClearColor clears the value of the "color" field. func (_u *MatchPlayerUpdateOne) ClearColor() *MatchPlayerUpdateOne { _u.mutation.ClearColor() return _u } // SetKast sets the "kast" field. func (_u *MatchPlayerUpdateOne) SetKast(v int) *MatchPlayerUpdateOne { _u.mutation.ResetKast() _u.mutation.SetKast(v) return _u } // SetNillableKast sets the "kast" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableKast(v *int) *MatchPlayerUpdateOne { if v != nil { _u.SetKast(*v) } return _u } // AddKast adds value to the "kast" field. func (_u *MatchPlayerUpdateOne) AddKast(v int) *MatchPlayerUpdateOne { _u.mutation.AddKast(v) return _u } // ClearKast clears the value of the "kast" field. func (_u *MatchPlayerUpdateOne) ClearKast() *MatchPlayerUpdateOne { _u.mutation.ClearKast() return _u } // SetFlashDurationSelf sets the "flash_duration_self" field. func (_u *MatchPlayerUpdateOne) SetFlashDurationSelf(v float32) *MatchPlayerUpdateOne { _u.mutation.ResetFlashDurationSelf() _u.mutation.SetFlashDurationSelf(v) return _u } // SetNillableFlashDurationSelf sets the "flash_duration_self" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableFlashDurationSelf(v *float32) *MatchPlayerUpdateOne { if v != nil { _u.SetFlashDurationSelf(*v) } return _u } // AddFlashDurationSelf adds value to the "flash_duration_self" field. func (_u *MatchPlayerUpdateOne) AddFlashDurationSelf(v float32) *MatchPlayerUpdateOne { _u.mutation.AddFlashDurationSelf(v) return _u } // ClearFlashDurationSelf clears the value of the "flash_duration_self" field. func (_u *MatchPlayerUpdateOne) ClearFlashDurationSelf() *MatchPlayerUpdateOne { _u.mutation.ClearFlashDurationSelf() return _u } // SetFlashDurationTeam sets the "flash_duration_team" field. func (_u *MatchPlayerUpdateOne) SetFlashDurationTeam(v float32) *MatchPlayerUpdateOne { _u.mutation.ResetFlashDurationTeam() _u.mutation.SetFlashDurationTeam(v) return _u } // SetNillableFlashDurationTeam sets the "flash_duration_team" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableFlashDurationTeam(v *float32) *MatchPlayerUpdateOne { if v != nil { _u.SetFlashDurationTeam(*v) } return _u } // AddFlashDurationTeam adds value to the "flash_duration_team" field. func (_u *MatchPlayerUpdateOne) AddFlashDurationTeam(v float32) *MatchPlayerUpdateOne { _u.mutation.AddFlashDurationTeam(v) return _u } // ClearFlashDurationTeam clears the value of the "flash_duration_team" field. func (_u *MatchPlayerUpdateOne) ClearFlashDurationTeam() *MatchPlayerUpdateOne { _u.mutation.ClearFlashDurationTeam() return _u } // SetFlashDurationEnemy sets the "flash_duration_enemy" field. func (_u *MatchPlayerUpdateOne) SetFlashDurationEnemy(v float32) *MatchPlayerUpdateOne { _u.mutation.ResetFlashDurationEnemy() _u.mutation.SetFlashDurationEnemy(v) return _u } // SetNillableFlashDurationEnemy sets the "flash_duration_enemy" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableFlashDurationEnemy(v *float32) *MatchPlayerUpdateOne { if v != nil { _u.SetFlashDurationEnemy(*v) } return _u } // AddFlashDurationEnemy adds value to the "flash_duration_enemy" field. func (_u *MatchPlayerUpdateOne) AddFlashDurationEnemy(v float32) *MatchPlayerUpdateOne { _u.mutation.AddFlashDurationEnemy(v) return _u } // ClearFlashDurationEnemy clears the value of the "flash_duration_enemy" field. func (_u *MatchPlayerUpdateOne) ClearFlashDurationEnemy() *MatchPlayerUpdateOne { _u.mutation.ClearFlashDurationEnemy() return _u } // SetFlashTotalSelf sets the "flash_total_self" field. func (_u *MatchPlayerUpdateOne) SetFlashTotalSelf(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetFlashTotalSelf() _u.mutation.SetFlashTotalSelf(v) return _u } // SetNillableFlashTotalSelf sets the "flash_total_self" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableFlashTotalSelf(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetFlashTotalSelf(*v) } return _u } // AddFlashTotalSelf adds value to the "flash_total_self" field. func (_u *MatchPlayerUpdateOne) AddFlashTotalSelf(v int) *MatchPlayerUpdateOne { _u.mutation.AddFlashTotalSelf(v) return _u } // ClearFlashTotalSelf clears the value of the "flash_total_self" field. func (_u *MatchPlayerUpdateOne) ClearFlashTotalSelf() *MatchPlayerUpdateOne { _u.mutation.ClearFlashTotalSelf() return _u } // SetFlashTotalTeam sets the "flash_total_team" field. func (_u *MatchPlayerUpdateOne) SetFlashTotalTeam(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetFlashTotalTeam() _u.mutation.SetFlashTotalTeam(v) return _u } // SetNillableFlashTotalTeam sets the "flash_total_team" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableFlashTotalTeam(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetFlashTotalTeam(*v) } return _u } // AddFlashTotalTeam adds value to the "flash_total_team" field. func (_u *MatchPlayerUpdateOne) AddFlashTotalTeam(v int) *MatchPlayerUpdateOne { _u.mutation.AddFlashTotalTeam(v) return _u } // ClearFlashTotalTeam clears the value of the "flash_total_team" field. func (_u *MatchPlayerUpdateOne) ClearFlashTotalTeam() *MatchPlayerUpdateOne { _u.mutation.ClearFlashTotalTeam() return _u } // SetFlashTotalEnemy sets the "flash_total_enemy" field. func (_u *MatchPlayerUpdateOne) SetFlashTotalEnemy(v uint) *MatchPlayerUpdateOne { _u.mutation.ResetFlashTotalEnemy() _u.mutation.SetFlashTotalEnemy(v) return _u } // SetNillableFlashTotalEnemy sets the "flash_total_enemy" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableFlashTotalEnemy(v *uint) *MatchPlayerUpdateOne { if v != nil { _u.SetFlashTotalEnemy(*v) } return _u } // AddFlashTotalEnemy adds value to the "flash_total_enemy" field. func (_u *MatchPlayerUpdateOne) AddFlashTotalEnemy(v int) *MatchPlayerUpdateOne { _u.mutation.AddFlashTotalEnemy(v) return _u } // ClearFlashTotalEnemy clears the value of the "flash_total_enemy" field. func (_u *MatchPlayerUpdateOne) ClearFlashTotalEnemy() *MatchPlayerUpdateOne { _u.mutation.ClearFlashTotalEnemy() return _u } // SetMatchStats sets the "match_stats" field. func (_u *MatchPlayerUpdateOne) SetMatchStats(v uint64) *MatchPlayerUpdateOne { _u.mutation.SetMatchStats(v) return _u } // SetNillableMatchStats sets the "match_stats" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableMatchStats(v *uint64) *MatchPlayerUpdateOne { if v != nil { _u.SetMatchStats(*v) } return _u } // ClearMatchStats clears the value of the "match_stats" field. func (_u *MatchPlayerUpdateOne) ClearMatchStats() *MatchPlayerUpdateOne { _u.mutation.ClearMatchStats() return _u } // SetPlayerStats sets the "player_stats" field. func (_u *MatchPlayerUpdateOne) SetPlayerStats(v uint64) *MatchPlayerUpdateOne { _u.mutation.SetPlayerStats(v) return _u } // SetNillablePlayerStats sets the "player_stats" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillablePlayerStats(v *uint64) *MatchPlayerUpdateOne { if v != nil { _u.SetPlayerStats(*v) } return _u } // ClearPlayerStats clears the value of the "player_stats" field. func (_u *MatchPlayerUpdateOne) ClearPlayerStats() *MatchPlayerUpdateOne { _u.mutation.ClearPlayerStats() return _u } // SetFlashAssists sets the "flash_assists" field. func (_u *MatchPlayerUpdateOne) SetFlashAssists(v int) *MatchPlayerUpdateOne { _u.mutation.ResetFlashAssists() _u.mutation.SetFlashAssists(v) return _u } // SetNillableFlashAssists sets the "flash_assists" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableFlashAssists(v *int) *MatchPlayerUpdateOne { if v != nil { _u.SetFlashAssists(*v) } return _u } // AddFlashAssists adds value to the "flash_assists" field. func (_u *MatchPlayerUpdateOne) AddFlashAssists(v int) *MatchPlayerUpdateOne { _u.mutation.AddFlashAssists(v) return _u } // ClearFlashAssists clears the value of the "flash_assists" field. func (_u *MatchPlayerUpdateOne) ClearFlashAssists() *MatchPlayerUpdateOne { _u.mutation.ClearFlashAssists() return _u } // SetAvgPing sets the "avg_ping" field. func (_u *MatchPlayerUpdateOne) SetAvgPing(v float64) *MatchPlayerUpdateOne { _u.mutation.ResetAvgPing() _u.mutation.SetAvgPing(v) return _u } // SetNillableAvgPing sets the "avg_ping" field if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableAvgPing(v *float64) *MatchPlayerUpdateOne { if v != nil { _u.SetAvgPing(*v) } return _u } // AddAvgPing adds value to the "avg_ping" field. func (_u *MatchPlayerUpdateOne) AddAvgPing(v float64) *MatchPlayerUpdateOne { _u.mutation.AddAvgPing(v) return _u } // ClearAvgPing clears the value of the "avg_ping" field. func (_u *MatchPlayerUpdateOne) ClearAvgPing() *MatchPlayerUpdateOne { _u.mutation.ClearAvgPing() return _u } // SetMatchesID sets the "matches" edge to the Match entity by ID. func (_u *MatchPlayerUpdateOne) SetMatchesID(id uint64) *MatchPlayerUpdateOne { _u.mutation.SetMatchesID(id) return _u } // SetNillableMatchesID sets the "matches" edge to the Match entity by ID if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillableMatchesID(id *uint64) *MatchPlayerUpdateOne { if id != nil { _u = _u.SetMatchesID(*id) } return _u } // SetMatches sets the "matches" edge to the Match entity. func (_u *MatchPlayerUpdateOne) SetMatches(v *Match) *MatchPlayerUpdateOne { return _u.SetMatchesID(v.ID) } // SetPlayersID sets the "players" edge to the Player entity by ID. func (_u *MatchPlayerUpdateOne) SetPlayersID(id uint64) *MatchPlayerUpdateOne { _u.mutation.SetPlayersID(id) return _u } // SetNillablePlayersID sets the "players" edge to the Player entity by ID if the given value is not nil. func (_u *MatchPlayerUpdateOne) SetNillablePlayersID(id *uint64) *MatchPlayerUpdateOne { if id != nil { _u = _u.SetPlayersID(*id) } return _u } // SetPlayers sets the "players" edge to the Player entity. func (_u *MatchPlayerUpdateOne) SetPlayers(v *Player) *MatchPlayerUpdateOne { return _u.SetPlayersID(v.ID) } // AddWeaponStatIDs adds the "weapon_stats" edge to the Weapon entity by IDs. func (_u *MatchPlayerUpdateOne) AddWeaponStatIDs(ids ...int) *MatchPlayerUpdateOne { _u.mutation.AddWeaponStatIDs(ids...) return _u } // AddWeaponStats adds the "weapon_stats" edges to the Weapon entity. func (_u *MatchPlayerUpdateOne) AddWeaponStats(v ...*Weapon) *MatchPlayerUpdateOne { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.AddWeaponStatIDs(ids...) } // AddRoundStatIDs adds the "round_stats" edge to the RoundStats entity by IDs. func (_u *MatchPlayerUpdateOne) AddRoundStatIDs(ids ...int) *MatchPlayerUpdateOne { _u.mutation.AddRoundStatIDs(ids...) return _u } // AddRoundStats adds the "round_stats" edges to the RoundStats entity. func (_u *MatchPlayerUpdateOne) AddRoundStats(v ...*RoundStats) *MatchPlayerUpdateOne { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.AddRoundStatIDs(ids...) } // AddSprayIDs adds the "spray" edge to the Spray entity by IDs. func (_u *MatchPlayerUpdateOne) AddSprayIDs(ids ...int) *MatchPlayerUpdateOne { _u.mutation.AddSprayIDs(ids...) return _u } // AddSpray adds the "spray" edges to the Spray entity. func (_u *MatchPlayerUpdateOne) AddSpray(v ...*Spray) *MatchPlayerUpdateOne { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.AddSprayIDs(ids...) } // AddMessageIDs adds the "messages" edge to the Messages entity by IDs. func (_u *MatchPlayerUpdateOne) AddMessageIDs(ids ...int) *MatchPlayerUpdateOne { _u.mutation.AddMessageIDs(ids...) return _u } // AddMessages adds the "messages" edges to the Messages entity. func (_u *MatchPlayerUpdateOne) AddMessages(v ...*Messages) *MatchPlayerUpdateOne { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.AddMessageIDs(ids...) } // Mutation returns the MatchPlayerMutation object of the builder. func (_u *MatchPlayerUpdateOne) Mutation() *MatchPlayerMutation { return _u.mutation } // ClearMatches clears the "matches" edge to the Match entity. func (_u *MatchPlayerUpdateOne) ClearMatches() *MatchPlayerUpdateOne { _u.mutation.ClearMatches() return _u } // ClearPlayers clears the "players" edge to the Player entity. func (_u *MatchPlayerUpdateOne) ClearPlayers() *MatchPlayerUpdateOne { _u.mutation.ClearPlayers() return _u } // ClearWeaponStats clears all "weapon_stats" edges to the Weapon entity. func (_u *MatchPlayerUpdateOne) ClearWeaponStats() *MatchPlayerUpdateOne { _u.mutation.ClearWeaponStats() return _u } // RemoveWeaponStatIDs removes the "weapon_stats" edge to Weapon entities by IDs. func (_u *MatchPlayerUpdateOne) RemoveWeaponStatIDs(ids ...int) *MatchPlayerUpdateOne { _u.mutation.RemoveWeaponStatIDs(ids...) return _u } // RemoveWeaponStats removes "weapon_stats" edges to Weapon entities. func (_u *MatchPlayerUpdateOne) RemoveWeaponStats(v ...*Weapon) *MatchPlayerUpdateOne { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.RemoveWeaponStatIDs(ids...) } // ClearRoundStats clears all "round_stats" edges to the RoundStats entity. func (_u *MatchPlayerUpdateOne) ClearRoundStats() *MatchPlayerUpdateOne { _u.mutation.ClearRoundStats() return _u } // RemoveRoundStatIDs removes the "round_stats" edge to RoundStats entities by IDs. func (_u *MatchPlayerUpdateOne) RemoveRoundStatIDs(ids ...int) *MatchPlayerUpdateOne { _u.mutation.RemoveRoundStatIDs(ids...) return _u } // RemoveRoundStats removes "round_stats" edges to RoundStats entities. func (_u *MatchPlayerUpdateOne) RemoveRoundStats(v ...*RoundStats) *MatchPlayerUpdateOne { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.RemoveRoundStatIDs(ids...) } // ClearSpray clears all "spray" edges to the Spray entity. func (_u *MatchPlayerUpdateOne) ClearSpray() *MatchPlayerUpdateOne { _u.mutation.ClearSpray() return _u } // RemoveSprayIDs removes the "spray" edge to Spray entities by IDs. func (_u *MatchPlayerUpdateOne) RemoveSprayIDs(ids ...int) *MatchPlayerUpdateOne { _u.mutation.RemoveSprayIDs(ids...) return _u } // RemoveSpray removes "spray" edges to Spray entities. func (_u *MatchPlayerUpdateOne) RemoveSpray(v ...*Spray) *MatchPlayerUpdateOne { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.RemoveSprayIDs(ids...) } // ClearMessages clears all "messages" edges to the Messages entity. func (_u *MatchPlayerUpdateOne) ClearMessages() *MatchPlayerUpdateOne { _u.mutation.ClearMessages() return _u } // RemoveMessageIDs removes the "messages" edge to Messages entities by IDs. func (_u *MatchPlayerUpdateOne) RemoveMessageIDs(ids ...int) *MatchPlayerUpdateOne { _u.mutation.RemoveMessageIDs(ids...) return _u } // RemoveMessages removes "messages" edges to Messages entities. func (_u *MatchPlayerUpdateOne) RemoveMessages(v ...*Messages) *MatchPlayerUpdateOne { ids := make([]int, len(v)) for i := range v { ids[i] = v[i].ID } return _u.RemoveMessageIDs(ids...) } // Where appends a list predicates to the MatchPlayerUpdate builder. func (_u *MatchPlayerUpdateOne) Where(ps ...predicate.MatchPlayer) *MatchPlayerUpdateOne { _u.mutation.Where(ps...) return _u } // Select allows selecting one or more fields (columns) of the returned entity. // The default is selecting all fields defined in the entity schema. func (_u *MatchPlayerUpdateOne) Select(field string, fields ...string) *MatchPlayerUpdateOne { _u.fields = append([]string{field}, fields...) return _u } // Save executes the query and returns the updated MatchPlayer entity. func (_u *MatchPlayerUpdateOne) Save(ctx context.Context) (*MatchPlayer, error) { return withHooks(ctx, _u.sqlSave, _u.mutation, _u.hooks) } // SaveX is like Save, but panics if an error occurs. func (_u *MatchPlayerUpdateOne) SaveX(ctx context.Context) *MatchPlayer { node, err := _u.Save(ctx) if err != nil { panic(err) } return node } // Exec executes the query on the entity. func (_u *MatchPlayerUpdateOne) Exec(ctx context.Context) error { _, err := _u.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (_u *MatchPlayerUpdateOne) ExecX(ctx context.Context) { if err := _u.Exec(ctx); err != nil { panic(err) } } // check runs all checks and user-defined validators on the builder. func (_u *MatchPlayerUpdateOne) check() error { if v, ok := _u.mutation.Color(); ok { if err := matchplayer.ColorValidator(v); err != nil { return &ValidationError{Name: "color", err: fmt.Errorf(`ent: validator failed for field "MatchPlayer.color": %w`, err)} } } return nil } // Modify adds a statement modifier for attaching custom logic to the UPDATE statement. func (_u *MatchPlayerUpdateOne) Modify(modifiers ...func(u *sql.UpdateBuilder)) *MatchPlayerUpdateOne { _u.modifiers = append(_u.modifiers, modifiers...) return _u } func (_u *MatchPlayerUpdateOne) sqlSave(ctx context.Context) (_node *MatchPlayer, err error) { if err := _u.check(); err != nil { return _node, err } _spec := sqlgraph.NewUpdateSpec(matchplayer.Table, matchplayer.Columns, sqlgraph.NewFieldSpec(matchplayer.FieldID, field.TypeInt)) id, ok := _u.mutation.ID() if !ok { return nil, &ValidationError{Name: "id", err: errors.New(`ent: missing "MatchPlayer.id" for update`)} } _spec.Node.ID.Value = id if fields := _u.fields; len(fields) > 0 { _spec.Node.Columns = make([]string, 0, len(fields)) _spec.Node.Columns = append(_spec.Node.Columns, matchplayer.FieldID) for _, f := range fields { if !matchplayer.ValidColumn(f) { return nil, &ValidationError{Name: f, err: fmt.Errorf("ent: invalid field %q for query", f)} } if f != matchplayer.FieldID { _spec.Node.Columns = append(_spec.Node.Columns, f) } } } if ps := _u.mutation.predicates; len(ps) > 0 { _spec.Predicate = func(selector *sql.Selector) { for i := range ps { ps[i](selector) } } } if value, ok := _u.mutation.TeamID(); ok { _spec.SetField(matchplayer.FieldTeamID, field.TypeInt, value) } if value, ok := _u.mutation.AddedTeamID(); ok { _spec.AddField(matchplayer.FieldTeamID, field.TypeInt, value) } if value, ok := _u.mutation.Kills(); ok { _spec.SetField(matchplayer.FieldKills, field.TypeInt, value) } if value, ok := _u.mutation.AddedKills(); ok { _spec.AddField(matchplayer.FieldKills, field.TypeInt, value) } if value, ok := _u.mutation.Deaths(); ok { _spec.SetField(matchplayer.FieldDeaths, field.TypeInt, value) } if value, ok := _u.mutation.AddedDeaths(); ok { _spec.AddField(matchplayer.FieldDeaths, field.TypeInt, value) } if value, ok := _u.mutation.Assists(); ok { _spec.SetField(matchplayer.FieldAssists, field.TypeInt, value) } if value, ok := _u.mutation.AddedAssists(); ok { _spec.AddField(matchplayer.FieldAssists, field.TypeInt, value) } if value, ok := _u.mutation.Headshot(); ok { _spec.SetField(matchplayer.FieldHeadshot, field.TypeInt, value) } if value, ok := _u.mutation.AddedHeadshot(); ok { _spec.AddField(matchplayer.FieldHeadshot, field.TypeInt, value) } if value, ok := _u.mutation.Mvp(); ok { _spec.SetField(matchplayer.FieldMvp, field.TypeUint, value) } if value, ok := _u.mutation.AddedMvp(); ok { _spec.AddField(matchplayer.FieldMvp, field.TypeUint, value) } if value, ok := _u.mutation.Score(); ok { _spec.SetField(matchplayer.FieldScore, field.TypeInt, value) } if value, ok := _u.mutation.AddedScore(); ok { _spec.AddField(matchplayer.FieldScore, field.TypeInt, value) } if value, ok := _u.mutation.RankNew(); ok { _spec.SetField(matchplayer.FieldRankNew, field.TypeInt, value) } if value, ok := _u.mutation.AddedRankNew(); ok { _spec.AddField(matchplayer.FieldRankNew, field.TypeInt, value) } if _u.mutation.RankNewCleared() { _spec.ClearField(matchplayer.FieldRankNew, field.TypeInt) } if value, ok := _u.mutation.RankOld(); ok { _spec.SetField(matchplayer.FieldRankOld, field.TypeInt, value) } if value, ok := _u.mutation.AddedRankOld(); ok { _spec.AddField(matchplayer.FieldRankOld, field.TypeInt, value) } if _u.mutation.RankOldCleared() { _spec.ClearField(matchplayer.FieldRankOld, field.TypeInt) } if value, ok := _u.mutation.Mk2(); ok { _spec.SetField(matchplayer.FieldMk2, field.TypeUint, value) } if value, ok := _u.mutation.AddedMk2(); ok { _spec.AddField(matchplayer.FieldMk2, field.TypeUint, value) } if _u.mutation.Mk2Cleared() { _spec.ClearField(matchplayer.FieldMk2, field.TypeUint) } if value, ok := _u.mutation.Mk3(); ok { _spec.SetField(matchplayer.FieldMk3, field.TypeUint, value) } if value, ok := _u.mutation.AddedMk3(); ok { _spec.AddField(matchplayer.FieldMk3, field.TypeUint, value) } if _u.mutation.Mk3Cleared() { _spec.ClearField(matchplayer.FieldMk3, field.TypeUint) } if value, ok := _u.mutation.Mk4(); ok { _spec.SetField(matchplayer.FieldMk4, field.TypeUint, value) } if value, ok := _u.mutation.AddedMk4(); ok { _spec.AddField(matchplayer.FieldMk4, field.TypeUint, value) } if _u.mutation.Mk4Cleared() { _spec.ClearField(matchplayer.FieldMk4, field.TypeUint) } if value, ok := _u.mutation.Mk5(); ok { _spec.SetField(matchplayer.FieldMk5, field.TypeUint, value) } if value, ok := _u.mutation.AddedMk5(); ok { _spec.AddField(matchplayer.FieldMk5, field.TypeUint, value) } if _u.mutation.Mk5Cleared() { _spec.ClearField(matchplayer.FieldMk5, field.TypeUint) } if value, ok := _u.mutation.DmgEnemy(); ok { _spec.SetField(matchplayer.FieldDmgEnemy, field.TypeUint, value) } if value, ok := _u.mutation.AddedDmgEnemy(); ok { _spec.AddField(matchplayer.FieldDmgEnemy, field.TypeUint, value) } if _u.mutation.DmgEnemyCleared() { _spec.ClearField(matchplayer.FieldDmgEnemy, field.TypeUint) } if value, ok := _u.mutation.DmgTeam(); ok { _spec.SetField(matchplayer.FieldDmgTeam, field.TypeUint, value) } if value, ok := _u.mutation.AddedDmgTeam(); ok { _spec.AddField(matchplayer.FieldDmgTeam, field.TypeUint, value) } if _u.mutation.DmgTeamCleared() { _spec.ClearField(matchplayer.FieldDmgTeam, field.TypeUint) } if value, ok := _u.mutation.UdHe(); ok { _spec.SetField(matchplayer.FieldUdHe, field.TypeUint, value) } if value, ok := _u.mutation.AddedUdHe(); ok { _spec.AddField(matchplayer.FieldUdHe, field.TypeUint, value) } if _u.mutation.UdHeCleared() { _spec.ClearField(matchplayer.FieldUdHe, field.TypeUint) } if value, ok := _u.mutation.UdFlames(); ok { _spec.SetField(matchplayer.FieldUdFlames, field.TypeUint, value) } if value, ok := _u.mutation.AddedUdFlames(); ok { _spec.AddField(matchplayer.FieldUdFlames, field.TypeUint, value) } if _u.mutation.UdFlamesCleared() { _spec.ClearField(matchplayer.FieldUdFlames, field.TypeUint) } if value, ok := _u.mutation.UdFlash(); ok { _spec.SetField(matchplayer.FieldUdFlash, field.TypeUint, value) } if value, ok := _u.mutation.AddedUdFlash(); ok { _spec.AddField(matchplayer.FieldUdFlash, field.TypeUint, value) } if _u.mutation.UdFlashCleared() { _spec.ClearField(matchplayer.FieldUdFlash, field.TypeUint) } if value, ok := _u.mutation.UdDecoy(); ok { _spec.SetField(matchplayer.FieldUdDecoy, field.TypeUint, value) } if value, ok := _u.mutation.AddedUdDecoy(); ok { _spec.AddField(matchplayer.FieldUdDecoy, field.TypeUint, value) } if _u.mutation.UdDecoyCleared() { _spec.ClearField(matchplayer.FieldUdDecoy, field.TypeUint) } if value, ok := _u.mutation.UdSmoke(); ok { _spec.SetField(matchplayer.FieldUdSmoke, field.TypeUint, value) } if value, ok := _u.mutation.AddedUdSmoke(); ok { _spec.AddField(matchplayer.FieldUdSmoke, field.TypeUint, value) } if _u.mutation.UdSmokeCleared() { _spec.ClearField(matchplayer.FieldUdSmoke, field.TypeUint) } if value, ok := _u.mutation.Crosshair(); ok { _spec.SetField(matchplayer.FieldCrosshair, field.TypeString, value) } if _u.mutation.CrosshairCleared() { _spec.ClearField(matchplayer.FieldCrosshair, field.TypeString) } if value, ok := _u.mutation.Color(); ok { _spec.SetField(matchplayer.FieldColor, field.TypeEnum, value) } if _u.mutation.ColorCleared() { _spec.ClearField(matchplayer.FieldColor, field.TypeEnum) } if value, ok := _u.mutation.Kast(); ok { _spec.SetField(matchplayer.FieldKast, field.TypeInt, value) } if value, ok := _u.mutation.AddedKast(); ok { _spec.AddField(matchplayer.FieldKast, field.TypeInt, value) } if _u.mutation.KastCleared() { _spec.ClearField(matchplayer.FieldKast, field.TypeInt) } if value, ok := _u.mutation.FlashDurationSelf(); ok { _spec.SetField(matchplayer.FieldFlashDurationSelf, field.TypeFloat32, value) } if value, ok := _u.mutation.AddedFlashDurationSelf(); ok { _spec.AddField(matchplayer.FieldFlashDurationSelf, field.TypeFloat32, value) } if _u.mutation.FlashDurationSelfCleared() { _spec.ClearField(matchplayer.FieldFlashDurationSelf, field.TypeFloat32) } if value, ok := _u.mutation.FlashDurationTeam(); ok { _spec.SetField(matchplayer.FieldFlashDurationTeam, field.TypeFloat32, value) } if value, ok := _u.mutation.AddedFlashDurationTeam(); ok { _spec.AddField(matchplayer.FieldFlashDurationTeam, field.TypeFloat32, value) } if _u.mutation.FlashDurationTeamCleared() { _spec.ClearField(matchplayer.FieldFlashDurationTeam, field.TypeFloat32) } if value, ok := _u.mutation.FlashDurationEnemy(); ok { _spec.SetField(matchplayer.FieldFlashDurationEnemy, field.TypeFloat32, value) } if value, ok := _u.mutation.AddedFlashDurationEnemy(); ok { _spec.AddField(matchplayer.FieldFlashDurationEnemy, field.TypeFloat32, value) } if _u.mutation.FlashDurationEnemyCleared() { _spec.ClearField(matchplayer.FieldFlashDurationEnemy, field.TypeFloat32) } if value, ok := _u.mutation.FlashTotalSelf(); ok { _spec.SetField(matchplayer.FieldFlashTotalSelf, field.TypeUint, value) } if value, ok := _u.mutation.AddedFlashTotalSelf(); ok { _spec.AddField(matchplayer.FieldFlashTotalSelf, field.TypeUint, value) } if _u.mutation.FlashTotalSelfCleared() { _spec.ClearField(matchplayer.FieldFlashTotalSelf, field.TypeUint) } if value, ok := _u.mutation.FlashTotalTeam(); ok { _spec.SetField(matchplayer.FieldFlashTotalTeam, field.TypeUint, value) } if value, ok := _u.mutation.AddedFlashTotalTeam(); ok { _spec.AddField(matchplayer.FieldFlashTotalTeam, field.TypeUint, value) } if _u.mutation.FlashTotalTeamCleared() { _spec.ClearField(matchplayer.FieldFlashTotalTeam, field.TypeUint) } if value, ok := _u.mutation.FlashTotalEnemy(); ok { _spec.SetField(matchplayer.FieldFlashTotalEnemy, field.TypeUint, value) } if value, ok := _u.mutation.AddedFlashTotalEnemy(); ok { _spec.AddField(matchplayer.FieldFlashTotalEnemy, field.TypeUint, value) } if _u.mutation.FlashTotalEnemyCleared() { _spec.ClearField(matchplayer.FieldFlashTotalEnemy, field.TypeUint) } if value, ok := _u.mutation.FlashAssists(); ok { _spec.SetField(matchplayer.FieldFlashAssists, field.TypeInt, value) } if value, ok := _u.mutation.AddedFlashAssists(); ok { _spec.AddField(matchplayer.FieldFlashAssists, field.TypeInt, value) } if _u.mutation.FlashAssistsCleared() { _spec.ClearField(matchplayer.FieldFlashAssists, field.TypeInt) } if value, ok := _u.mutation.AvgPing(); ok { _spec.SetField(matchplayer.FieldAvgPing, field.TypeFloat64, value) } if value, ok := _u.mutation.AddedAvgPing(); ok { _spec.AddField(matchplayer.FieldAvgPing, field.TypeFloat64, value) } if _u.mutation.AvgPingCleared() { _spec.ClearField(matchplayer.FieldAvgPing, field.TypeFloat64) } if _u.mutation.MatchesCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: matchplayer.MatchesTable, Columns: []string{matchplayer.MatchesColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(match.FieldID, field.TypeUint64), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.MatchesIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: matchplayer.MatchesTable, Columns: []string{matchplayer.MatchesColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(match.FieldID, field.TypeUint64), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } if _u.mutation.PlayersCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: matchplayer.PlayersTable, Columns: []string{matchplayer.PlayersColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(player.FieldID, field.TypeUint64), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.PlayersIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: matchplayer.PlayersTable, Columns: []string{matchplayer.PlayersColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(player.FieldID, field.TypeUint64), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } if _u.mutation.WeaponStatsCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.WeaponStatsTable, Columns: []string{matchplayer.WeaponStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(weapon.FieldID, field.TypeInt), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.RemovedWeaponStatsIDs(); len(nodes) > 0 && !_u.mutation.WeaponStatsCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.WeaponStatsTable, Columns: []string{matchplayer.WeaponStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(weapon.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.WeaponStatsIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.WeaponStatsTable, Columns: []string{matchplayer.WeaponStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(weapon.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } if _u.mutation.RoundStatsCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.RoundStatsTable, Columns: []string{matchplayer.RoundStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(roundstats.FieldID, field.TypeInt), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.RemovedRoundStatsIDs(); len(nodes) > 0 && !_u.mutation.RoundStatsCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.RoundStatsTable, Columns: []string{matchplayer.RoundStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(roundstats.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.RoundStatsIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.RoundStatsTable, Columns: []string{matchplayer.RoundStatsColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(roundstats.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } if _u.mutation.SprayCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.SprayTable, Columns: []string{matchplayer.SprayColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(spray.FieldID, field.TypeInt), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.RemovedSprayIDs(); len(nodes) > 0 && !_u.mutation.SprayCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.SprayTable, Columns: []string{matchplayer.SprayColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(spray.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.SprayIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.SprayTable, Columns: []string{matchplayer.SprayColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(spray.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } if _u.mutation.MessagesCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.MessagesTable, Columns: []string{matchplayer.MessagesColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(messages.FieldID, field.TypeInt), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.RemovedMessagesIDs(); len(nodes) > 0 && !_u.mutation.MessagesCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.MessagesTable, Columns: []string{matchplayer.MessagesColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(messages.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := _u.mutation.MessagesIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.O2M, Inverse: false, Table: matchplayer.MessagesTable, Columns: []string{matchplayer.MessagesColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(messages.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } _spec.AddModifiers(_u.modifiers...) _node = &MatchPlayer{config: _u.config} _spec.Assign = _node.assignValues _spec.ScanValues = _node.scanValues if err = sqlgraph.UpdateNode(ctx, _u.driver, _spec); err != nil { if _, ok := err.(*sqlgraph.NotFoundError); ok { err = &NotFoundError{matchplayer.Label} } else if sqlgraph.IsConstraintError(err) { err = &ConstraintError{msg: err.Error(), wrap: err} } return nil, err } _u.mutation.done = true return _node, nil }