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@flying-dice/tslua-dcs-mission-types

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Typescript type definitions for DCS

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/** * @version 2.9.10.4160 * @noSelf **/ export interface _AI { Option: { Air: { id: { JETT_TANKS_IF_EMPTY: number; SILENCE: number; ROE: number; RADAR_USING: number; OPTION_RADIO_USAGE_ENGAGE: number; PROHIBIT_AG: number; ECM_USING: number; PROHIBIT_WP_PASS_REPORT: number; PROHIBIT_AA: number; REACTION_ON_THREAT: number; PREFER_VERTICAL: number; FORCED_ATTACK: number; PROHIBIT_AB: number; RTB_ON_OUT_OF_AMMO: number; MISSILE_ATTACK: number; PROHIBIT_JETT: number; OPTION_RADIO_USAGE_CONTACT: number; FLARE_USING: number; OPTION_RADIO_USAGE_KILL: number; FORMATION: number; RTB_ON_BINGO: number; NO_OPTION: number; }; val: { FLARE_USING: { WHEN_FLYING_NEAR_ENEMIES: number; WHEN_FLYING_IN_SAM_WEZ: number; AGAINST_FIRED_MISSILE: number; NEVER: number; }; RADAR_USING: { FOR_ATTACK_ONLY: number; FOR_SEARCH_IF_REQUIRED: number; NEVER: number; FOR_CONTINUOUS_SEARCH: number; }; REACTION_ON_THREAT: { BYPASS_AND_ESCAPE: number; EVADE_FIRE: number; NO_REACTION: number; PASSIVE_DEFENCE: number; ALLOW_ABORT_MISSION: number; }; MISSILE_ATTACK: { HALF_WAY_RMAX_NEZ: number; MAX_RANGE: number; TARGET_THREAT_EST: number; RANDOM_RANGE: number; NEZ_RANGE: number; }; ECM_USING: { ALWAYS_USE: number; NEVER_USE: number; USE_IF_DETECTED_LOCK_BY_RADAR: number; USE_IF_ONLY_LOCK_BY_RADAR: number; }; ROE: { WEAPON_FREE: number; RETURN_FIRE: number; OPEN_FIRE: number; WEAPON_HOLD: number; OPEN_FIRE_WEAPON_FREE: number; }; }; }; Ground: { id: { EVASION_OF_ARM: number; ALARM_STATE: number; DISPERSE_ON_ATTACK: number; ENGAGE_AIR_WEAPONS: number; AC_ENGAGEMENT_RANGE_RESTRICTION: number; FORMATION: number; ROE: number; NO_OPTION: number; }; val: { ALARM_STATE: { AUTO: number; GREEN: number; RED: number }; ROE: { OPEN_FIRE: number; WEAPON_HOLD: number; RETURN_FIRE: number }; }; }; Naval: { id: { ROE: number; NO_OPTION: number }; val: { ROE: { OPEN_FIRE: number; WEAPON_HOLD: number; RETURN_FIRE: number }; }; }; }; Task: { OrbitPattern: { RACE_TRACK: string; CIRCLE: string }; Designation: { WP: string; NO: string; LASER: string; IR_POINTER: string; AUTO: string; }; TurnMethod: { FLY_OVER_POINT: string; FIN_POINT: string }; VehicleFormation: { VEE: string; ECHELON_RIGHT: string; OFF_ROAD: string; RANK: string; ECHELON_LEFT: string; ON_ROAD: string; CONE: string; DIAMOND: string; }; AltitudeType: { RADIO: string; BARO: string }; WaypointType: { TAKEOFF: string; TAKEOFF_PARKING: string; TURNING_POINT: string; TAKEOFF_PARKING_HOT: string; LAND: string; }; WeaponExpend: { QUARTER: string; TWO: string; ONE: string; FOUR: string; HALF: string; ALL: string; }; }; Skill: { PLAYER: string; AVERAGE: string; HIGH: string; EXCELLENT: string; GOOD: string; CLIENT: string; }; }