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s2cfgtojson

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Converts Stalker 2 Cfg file into POJOs

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import type { EAIConstraintType, EAIMovementPose, EALifeDirectorScenarioTarget, EALifeFactionGoalType, EALifeGroupPriorityType, EAbility, EAbilityStatePhase, EActionType, EAgentArchetype, EAgentRankMask, EAgentType, EAimAssistPresetType, EAimAssistWeightType, EAmmoCaliber, EAmmoType, EAnimationReloadTypes, EAnomalyElementType, EAnomalyType, EApplyRestrictionType, EArchiartifactType, EArmorScale, EArtifactRarity, EArtifactSpawnerExcludeRule, EArtifactType, EAttachSlot, EAttachType, EAttractionPointType, EAudioRoomPresetBandwidth, EAvailableCoverActionsSide, EAvailableCoverEnterTypes, EBehaviorType, EBeneficial, EBodyMeshType, EBoltActionWeaponState, EBoolProviderType, EBrokenGameDataFilter, ECalculateSignificance, ECameraShakeEffectSubtype, ECameraShakeGroupType, ECameraShakeType, ECauseOfDeath, EChangeValueMode, ECollisionChannel, ECollisionFormType, ECombatTactics, EConditionComparance, EConnectionLineState, EConsumableType, EContextualActionBodyPart, EContextualActionNeeds, EContextualActionNodeType, EContextualAgentType, ECrosshairType, ECustomDataDistribution, EDamageBone, EDamageSource, EDamageType, EDeadZoneType, EDestructionActionType, EDetectorType, EDialogAction, EDialogEventType, EDialogPriority, EDuplicateResolveType, EEffectDisplayType, EEffectSource, EEffectType, EEmissionAIEvent, EEmissionStage, EEmotionalFaceMasks, EEvadeActionType, EFaceBlockingBlendMasks, EFastUseGroupType, EFireType, EFlashlightAction, EFlashlightPriority, EFleeType, EFloatProviderType, EGSCTeleportType, EGameDifficulty, EGlobalVariableType, EGoalPriority, EGrenadeType, EGuardType, EHealingType, EHideViewType, EIgnoreDamageType, EInputAxisType, EInputController, EInputKey, EInputMappingContextPriority, EInteractFXType, EInventoryEquipmentSlot, EItemContainerType, EItemInfoType, EItemType, EJamType, EJournalAction, EJournalEntity, ELairPreferredSpawnType, ELairType, ELineDirection, ELoadingDestination, ELocalizationLanguage, EMagazineMeshType, EMainHandEquipmentType, EMappingContext, EMarkerType, EMeshSubType, EMisansceneNodeType, EModifiedCharacterParam, EModifyAbilitySequenceQuestNodeMode, EMovementBehaviour, EMusicState, EMutantAttackType, ENPCType, ENiagaraProviderType, ENoteType, ENotificationEventType, EObjAnim, EObjBoolParams, EObjFloatParams, EObjMesh, EObjSkeletalMeshTraceBone, EObjType, EOverrideDialogTopic, EOverweightLock, EPDATutorialCategory, EPassiveDetectorType, EPhysicalMaterialType, EPillowAnomalyBiomeType, EPlayerActionInputModifier, EPlayerActionInputTrigger, EPostEffectProcessorType, EPostProcessEffectType, EPsyNPCType, EQuestEventType, EQuestNodeType, ERadiationInnerOffsetPreset, ERadiationPreset, ERank, ERegion, ERelationChangingEvent, ERelationLevel, ERequiredSquadMembers, ESaveSubType, ESaveType, ESmartCoverType, ESortGroup, ESoundEffectSubtype, ESoundEventType, ESpaceRestrictionType, ESpawnNodeExcludeType, ESpawnType, ESpeechEventType, EStaminaAction, EStateTag, ESummonBehaviourOnSpawn, ESummonSpawnOrientation, EThreatActionType, EThreatType, EThrowQueueDisarmMode, ETriggerReact, ETriggerShape, EUISound, EUpgradeTargetPartType, EUpgradeVerticalPosition, EUserNotificationType, EVitalType, EWaterImmersionLevel, EWeaponState, EWeaponType, EWeather, EWeatherParam, EWeightStatus, EZombificationType, EDialogAnimationType, EItemGenerationCategory, EContextualActionEffectType, ERepetitions, EDistanceSelectorCondition, EContextualActionPreconditionType, EQuestConditionType, EJournalState, EQuestNodeState, EScenarioBranch, EThreatAwareness, EConditionCheckType, EQuestRewardType } from "./enums.mjs"; import type { GetStructType, Struct } from "./Struct.mjs"; import type { Archetype, Caliber, EffectConditionalEffect, Faction, FactionGoalType, HumanAbilityName, MeshSlotName, ObjectAbilityName, Rank, Reaction, ScenarioGroup, SID, StringArray, VariableValue, WeaponShootDistance, WeatherSelection } from "./utility-types.mjs"; export type AbilityPrototype = GetStructType<{ AbilityPreparationTime: number; AbilityProbability: string; AbilityTags: NPCPrototypeSkills; AbilityType: EAbility; ActivateAnomalySyncTag: string; ActivationNiagaraPath: string; ActivationRadius: number; AdjustLocation: boolean; AgentToEnemyVisibilityParams: AbilityPrototypeAgentToEnemyVisibilityParams; AgentToWeaponVisibilityParams: AbilityPrototypeEnemyVisibilityParams; AimingDuration: number; AkEvents: AbilityPrototypeAkEvents; Anomalies: AbilityPrototypeAnomalies; AnomalyLifetime: number; ApplyOnAgents: boolean; ApplyOnPlayer: boolean; ArmorDamage: number; ArmorPiercing: number; AttachVFXBoneNames: CoreVariableHead; AttackCollisionProfile: string; AttackConditionName: string; AttackConditions: ObjPrototypeMeleeAttackData; AttackParams: AssetLibraryUIIcons; AttackSyncTag: string; bCanShootLevitatingObject: boolean; bIsControllerAttack: boolean; bIsFaustAttack: boolean; Bleeding: number; BleedingChanceIncrement: number; BlinkDelay: number; BlinkEffect: string; BlinkSoundEvent: string; BonesDamageSet: AbilityPrototypeBonesDamageSet; bPullToOwner: boolean; bUseOwnerLocation: boolean; CalculateDamageOnlyFromPlayer: boolean; CameraFocusOffset: number; CameraModifierClass: string; CanBePerformedOnNPC: boolean; CanBePerformedOnPlayer: boolean; CanBeTriggeredByAnyEnemy: boolean; CancelAbilitiesWithTag: CoreVariableHead; CollisionProfileName: string; ConditionalCooldowns: AbilityPrototypeConditionalCooldowns; CooldownMax: number; CooldownMin: number; CooldownTag: string; CorpseTimeToHitSeconds: number; CriticalDamageThreshold: number; Damage: number; DamageAccumulatedToRoar: number; DamageAccumulationDurationSeconds: number; DamageCurve: string; DamageDistance: number; DamageParams: AbilityPrototypeDamageParams; DamageRadius: number; DamageSource: EDamageSource; DamageType: EDamageType; DamageVolumeMultiplier: string; DebugTag: string; DisarmMode: EThrowQueueDisarmMode; DistanceRange: AbilityPrototypeRadius; DPS: number; DragDelay: number; Duration: number; Effects: AbilityPrototypeEffects; EffectsDistanced: AbilityPrototypeEffectsDistanced; EffectsRadius: number; EffectsTriggerInterval: number; EnemyVisibilityParams: AbilityPrototypeEnemyVisibilityParams; FailureThrowVelocity: number; FloatingStartSound: string; FloatingStopSound: string; FloatingVFX: string; FlyingSpeed: number; FocusDuration: number; Frequency: number; GravityForce: number; GrenadeSID: string; HeavyVolumeThreshold: number; HitDamage: AbilityPrototypeRadius; HitDetectionAngle: number; HitDetectionDistance: number; HitReactionStartPhase: EAbilityStatePhase; IgnoredCalibersSet: AbilityPrototypeIgnoredCalibersSet; LevitationAngularAccelerationRate: number; LevitationAngularVelocity: number; LevitationDisplacementFrequency: AIGlobalRelativeLocation; LevitationHeight: AbilityPrototypeRadius; LevitationSpeed: number; LimitAngle: number; MaxActivationDistance: string; MaxAttacksInSeries: number; MaxCooldown: number; MaxDiscoveryRadius: number; MaxHeightAboveGround: number; MaxIntervalBetweenDamage: number; MaxLevitationDisplacement: AIGlobalRelativeLocation; MaxObjCount: number; MaxShootDelay: number; MaxShotsAmount: number; MaxSoundDist: number; MaxWeaponsToRise: number; MaxZDifference: number; MinAbilityDuration: string; MinActiveDuration: number; MinCooldown: number; MinHeightAboveGround: number; MinHitCatcherRadius: number; MinObjQueryTime: number; MinObjQueueWaitTime: number; MinShotsAmount: number; MinSoundDist: number; Montages: CoreVariableLegs; MontagesMove: CoreVariableHead; NPCDamageMultiplier: number; OptionalObjTypeList: AssetLibraryUIIcons; PlayerLookAtBoneName: string; PlayerLookAtEnterDuration: number; PlayerLookAtPresetName: string; PlayerPushForce: number; PossessedWeaponParams: AbilityPrototypePossessedWeaponParams; PsyAbilityAimOffset: AbilityPrototypePsyAbilityAimOffset; PsyAttackSyncTag: string; PullToOwner: boolean; PullToOwnerRadius: AbilityPrototypeRadius; RadialImpulse: number; Radius: number; RemoveCooldownTags: SingletonConstantArmy; RequiredObjTypeList: AbilityPrototypeRequiredObjTypeList; ShieldParams: AbilityPrototypeShieldParams; ShiftbyX: number; ShouldIgnoreArmor: boolean; SID: string; SpawnAbilityBackSpawnAttempts: number; SpawnAbilityDistance: AbilityPrototypeRadius; SpawnAbilityFrontAngle: string; SpawnAbilityFrontSpawnAttempts: number; SpawnAbilityItemSIDs: AbilityPrototypeSpawnAbilityItemSIDs; SpawnRadius: string; SquadLimit: number; SummonParams: AbilityPrototypeSummonParams; SyncTag: string; TargetBone: string; ThrowAbilityCorpseTimeToHitSeconds: number; ThrowAbilityDamage: AbilityPrototypeRadius; ThrowAbilityDamageVolumeMultiplier: string; ThrowAbilityDistance: AbilityPrototypeRadius; ThrowAbilityFlyingSpeed: number; ThrowAbilityHeavyVolumeThreshold: number; ThrowAbilityLevitationAngularAccelerationRate: number; ThrowAbilityLevitationAngularVelocity: number; ThrowAbilityLevitationDisplacementFrequency: AIGlobalRelativeLocation; ThrowAbilityLevitationHeight: AbilityPrototypeRadius; ThrowAbilityLevitationSpeed: number; ThrowAbilityMaxLevitationDisplacement: AIGlobalRelativeLocation; ThrowAbilityThrowCorpses: boolean; ThrowAbilityThrowDelay: AbilityPrototypeRadius; ThrowAbilityTimeToHitSeconds: number; ThrowAbilityUnpossessSpeedPercent: number; ThrowDelay: AbilityPrototypeRadius; ThrowInterval: AbilityPrototypeRadius; ThrowProbability: string; ThrowSyncTag: string; TimeLimit: number; TimeToExplode: number; TimeToHitSeconds: number; TossLocationRadiusOffset: number; TriggeredCooldowns: AbilityPrototypeTriggeredCooldowns; UnpossessSpeedPercent: number; UseCustomPayload: boolean; VisibilityTestChannel: ECollisionChannel; VisibilityTestRadius: number; VisibilityThresholdSeconds: number; VitalCooldownCurve: string; VitalThreshold: number; VitalType: EVitalType; WeaponToEnemyVisibilityParams: AbilityPrototypeEnemyVisibilityParams; WeaponVFX: string; ZombificationType: EZombificationType; ZSpawnOffset: number; }>; export type AbilityPrototypeAgentToEnemyVisibilityParams = GetStructType<{ CanSeeThroughOcluders: boolean; DistanceRange: AbilityPrototypeRadius; VisibilityTestChannel: ECollisionChannel; }>; export type AbilityPrototypeAkEvents = GetStructType<AbilityPrototypeAkEventsItem[]>; export type AbilityPrototypeAkEventsItem = GetStructType<{ AkEvent: string; AkSwitches: SingletonConstantArmy; }>; export type AbilityPrototypeAnomalies = GetStructType<AbilityPrototypeAnomaliesItem[]>; export type AbilityPrototypeAnomaliesItem = GetStructType<{ NiagaraPath: string; SID: string; }>; export type AbilityPrototypeBonesDamageSet = GetStructType<AbilityPrototypeBonesDamageSetItem>; export type AbilityPrototypeBonesDamageSetItem = GetStructType<{ DamageBone: EDamageBone; }>; export type AbilityPrototypeConditionalCooldowns = GetStructType<AbilityPrototypeConditionalCooldownsItem[]>; export type AbilityPrototypeConditionalCooldownsItem = GetStructType<{ ConditionTag: string; TriggeredCooldowns: AbilityPrototypeTriggeredCooldowns; }>; export type AbilityPrototypeDamageParams = GetStructType<{ ArmorDamage: number; ArmorPiercing: number; Bleeding: number; BleedingChanceIncrement: number; bShouldIgnoreArmor: boolean; Damage: number; DamageSource: EDamageSource; DamageType: EDamageType; }>; export type AbilityPrototypeEffects = GetStructType<AbilityPrototypeEffectsItem[]>; export type AbilityPrototypeEffectsDistanced = GetStructType<AbilityPrototypeEffectsDistancedItem[]>; export type AbilityPrototypeEffectsDistancedItem = GetStructType<{ Chance: number; EffectPrototypeSID: string; MaxDistance: number; MinDistance: number; }>; export type AbilityPrototypeEffectsItem = GetStructType<{ Chance: number; EffectPrototypeSID: string; ShouldPauseByDialog: boolean; }>; export type AbilityPrototypeEnemyVisibilityParams = GetStructType<{ CanSeeThroughOcluders: boolean; DistanceRange: AbilityPrototypeRadius; OwnerEyesOffset: number; VisibilityTestChannel: ECollisionChannel; VisibilityTestRadius: number; }>; export type AbilityPrototypeIgnoredCalibersSet = GetStructType<AbilityPrototypeIgnoredCalibersSetItem[]>; export type AbilityPrototypeIgnoredCalibersSetItem = GetStructType<{ IgnoredCaliber: EAmmoCaliber; }>; export type AbilityPrototypePossessedWeaponParams = GetStructType<{ GroundOffset: number; MaxLevitationDisplacement: AIGlobalRelativeLocation; MaxLevitationFrequency: AIGlobalRelativeLocation; MovementSpeed: number; RotationSpeed: number; ShootingDuration: ObjPrototypeExplorationRadius; }>; export type AbilityPrototypePsyAbilityAimOffset = GetStructType<{ AnimOffset: string; InterpolationSpeed: number; MaxAngle: number; }>; export type AbilityPrototypeRadius = GetStructType<{ X: number; Y: number; }>; export type AbilityPrototypeRequiredObjTypeList = GetStructType<EObjType[]>; export type AbilityPrototypeShieldParams = GetStructType<{ AttachToBone: string; BlueprintPath: string; IsStationary: boolean; MaxTimeSinceLastDamage: number; MinAccumulatedDamage: number; MinDistToEnemy: number; ShieldSpawnDelay: number; }>; export type AbilityPrototypeSpawnAbilityItemSIDs = StringArray; export type AbilityPrototypeSummonObjects = GetStructType<AbilityPrototypeSummonObjectsItem[]>; export type AbilityPrototypeSummonObjectsItem = GetStructType<{ ActorNeedsDestroyOnDeath: boolean; Behaviour: ESummonBehaviourOnSpawn; Chance: number; DiesWhenAbilityOwnerDies: boolean; DiesWhenAbilityOwnerLeavesCombat: boolean; MaxLifetime: number; OffscreenTimeToDie: number; Orientation: ESummonSpawnOrientation; OrientationOffset: number; PrototypeSID: string; PsyNPCType: EPsyNPCType; }>; export type AbilityPrototypeSummonParams = GetStructType<{ MaxInstancesInGroup: number; SpawnAngleDistribution: AbilityPrototypeRadius; SpawnAngleInitialOffset: AbilityPrototypeRadius; SpawnAroundEnemy: boolean; SpawnDelay: number; SpawnEffects: boolean; SpawnRadius: AbilityPrototypeRadius; SummonObjects: AbilityPrototypeSummonObjects; SwapPlaces: boolean; }>; export type AbilityPrototypeTriggeredCooldowns = GetStructType<AbilityPrototypeTriggeredCooldownsItem[]>; export type AbilityPrototypeTriggeredCooldownsItem = GetStructType<{ bForce: boolean; CooldownTag: string; Duration: number; }>; export type Achievement = GetStructType<{ AcceptableInterval: number; AnomalyPrototypeSID: string; ArmorSIDs: AchievementArmorSIDs; BleedingThreshold: number; Calibers: AchievementCalibers; DrunkennessThreshold: number; DrunknessThreshold: number; FoodSet: AchievementFoodSet; HeadshotDistance: number; HungerThreshold: number; Items: AchievementItems; MarkerTypes: AchievementMarkerTypes; MinHeight: number; MinSquadSize: number; MutantSID: string; MutantsSID: AchievementArmorSIDs; NumberOfWeapons: number; PsyThreshold: number; RadiationThreshold: number; RequiredCount: number; SleepinessThreshold: number; TargetSID: string; TimeWindow: number; }> & GetStructType<AchievementAchievementGoalsItem[]>; export type AchievementAchievementGoalsItem = GetStructType<{ Goal: number; SID: string; }>; export type AchievementArmorSIDs = StringArray; export type AchievementCalibers = GetStructType<EAmmoCaliber[]>; export type AchievementFoodSet = GetStructType<AIGlobalMaterialsItem[]>; export type AchievementItems = StringArray; export type AchievementMarkerTypes = GetStructType<EMarkerType[]>; export type AIGlobal = GetStructType<{ ALifeSettings: AIGlobalALifeSettings; AllowCorpseProcessForQuestAgent: boolean; AllowWeaponPickupBasedOnPrice: boolean; AllowWeaponPickupWhenLooting: boolean; AnomalyRestrictionsSettings: AIGlobalAnomalyRestrictionsSettings; AudioRoomLoudnessMultiplierList: AIGlobalAudioRoomLoudnessMultiplierList; CharacterPoseSettings: AIGlobalCharacterPoseSettings; CombatTacticsSettings: AIGlobalCombatTacticsSettings; ContextualActionSettings: AIGlobalContextualActionSettings; CorpseBehaviorFactionRestrictions: NPCPrototypeSkills; CoverSettings: AIGlobalCoverSettings; DangerAreaSettings: AIGlobalDangerAreaSettings; DeadBodyToConsiderAsThreatDuration: number; DistanceToSwitchToWalkIn: number; DistanceToSwitchToWalkOut: number; FlashlightInteractDuration: number; FlashlightTimeOfDayOff: number; FlashlightTimeOfDayOn: number; FlashlightUseSettings: AIGlobalFlashlightUseSettings; FocusLocationSelectionSettings: AIGlobalFocusLocationSelectionSettings; ForceRunInsteadSprintDistanceFromPathStart: number; ForceRunInsteadSprintDistanceToNextPortal: number; ForceRunInsteadSprintDistanceToPathEnd: number; ForceRunInsteadSprintPortalRotationAngleThreshold: number; HearingSensorSettings: AIGlobalHearingSensorSettings; HideWeaponWarningBarkDelay: string; LuminanceSettings: AIGlobalLuminanceSettings; MaterialTranslucencyList: AIGlobalMaterialTranslucencyList; MaxAgentsCount: number; MaxHideWeaponWarningFollowDistance: string; MinALifeDespawnDistance: number; MinALifeSpawnDistance: number; MutantCorpseProcessFactionPerRank: AIGlobalMutantCorpseProcessFactionPerRank; OfflineUsingGameGraphMoveFactor: number; PhysMatSettings: AIGlobalPhysMatSettings; PlayerFlashlightVisionSettings: AIGlobalPlayerFlashlightVisionSettings; PreyLighterOffVisibilityCoef: number; PreyLighterOnVisibilityCoef: number; ReactionOnEmissionSettings: AIGlobalReactionOnEmissionSettings; RegionRank: AIGlobalRegionRank; SID: string; SoundEventTypeSpreadSpeedList: AssetLibraryUIIcons; ThreatsSettings: AIGlobalThreatsSettings; ThrowGrenadeSettings: AIGlobalThrowGrenadeSettings; TimeToSkipLairPeacefulSpawnAfterMemberDies: number; TouchSensorSettings: AIGlobalTouchSensorSettings; WeaponAttachmentsModifiersList: AIGlobalWeaponAttachmentsModifiersList; WeaponLootDistance: number; WeatherSettings: AIGlobalWeatherSettings; }>; export type AIGlobalALifeSettings = GetStructType<{ OfflineCombatAreaLifetimeSeconds: number; }>; export type AIGlobalAllowedRanks = GetStructType<EAgentRankMask[]>; export type AIGlobalAnomalyRestrictionsSettings = GetStructType<{ AnomalyRestrictionsIgnoreChanceZombie: number; AnomalyRestrictionsUpdateIntervalSeconds: number; }>; export type AIGlobalArmy = GetStructType<{ [k in Rank]: number; }>; export type AIGlobalAudioRoomLoudnessMultiplierList = GetStructType<AIGlobalAudioRoomLoudnessMultiplierListItem[]>; export type AIGlobalAudioRoomLoudnessMultiplierListItem = GetStructType<{ LoudnessMultiplier: number; Type: EAudioRoomPresetBandwidth; }>; export type AIGlobalAvailableGrenadesPerFaction = GetStructType<{ Army: AIGlobalArmy; Bandits: AIGlobalBandits; Humanoid: AIGlobalBandits; }>; export type AIGlobalBandits = GetStructType<{ [k in Rank]: number; } & { ChangeChance: number; ConfidenceToAttack: number; ConfidenceToRetreat: number; UpdateIntervalSecondsMax: number; UpdateIntervalSecondsMin: number; }>; export type AIGlobalCharacterPoseSettings = GetStructType<AIGlobalCharacterPoseSettingsItem[]>; export type AIGlobalCharacterPoseSettingsItem = GetStructType<{ NoiseCoef: number; Pose: EStateTag; VisibilityCoef: number; }>; export type AIGlobalCombatTacticsParamsPerFactions = GetStructType<{ Bandits: AIGlobalBandits; Humanoid: AIGlobalBandits; Monolith: AIGlobalMutant; Mutant: AIGlobalMutant; }>; export type AIGlobalCombatTacticsSettings = GetStructType<{ CombatTacticsParamsPerFactions: AIGlobalCombatTacticsParamsPerFactions; }>; export type AIGlobalContextualActionSettings = GetStructType<{ ContextualActionGameGraphPathActuationDistance: number; ContextualActionInterruptAnimationScaleWhenThreatened: number; ContextualActionSearchDistance: number; ContextualActionSearchFriendDistance: number; DistanceToEquipWeaponBeforeContextualAction: number; DistanceToHideWeaponBeforeContextualAction: number; DistanceToTurnOffFlashlightBeforeContextualActionSquared: number; DistanceToTurnOnFlashlightBeforeContextualActionSquared: number; }>; export type AIGlobalCoverSettings = GetStructType<{ MinBehindTreeCoverHeight: string; MinGenericCoverHeight: string; MinGenericCoverWidth: string; MinHighCoverHeight: string; MinLowCoverHeight: string; MinSmartWidth: string; }>; export type AIGlobalDangerAreaSettings = GetStructType<{ DangerAreaCostMultiplier: number; DangerAreaLifetimeDistance: number; DangerAreaLifetimeSeconds: number; DangerAreaMaxNum: number; DangerAreaOverlapsForRestriction: number; DangerAreaPlayerDamageAccumulationSeconds: number; DangerAreaRadius: number; }>; export type AIGlobalEnvironmentLuminanceCoefficients = GetStructType<{ RoomBaseCoefficients: AIGlobalRoomBaseCoefficients; TimeOfDayBaseLuminance: AIGlobalTimeOfDayBaseLuminance; WeatherLuminanceCoefficients: AIGlobalWeatherLuminanceCoefficients; }>; export type AIGlobalFlashlightUseSettings = GetStructType<{ FlashlightMeshDespawnDelay: number; FlashlightMeshDespawnNPCToCameraAngleThreshold: number; FlashlightMeshDespawnPlayerCameraFOVDistance: number; FlashlightMinStateTime: number; FlashlightUseLuminanceThresholdDayOff: number; FlashlightUseLuminanceThresholdDayOn: number; FlashlightUseTracePoints: AIGlobalFlashlightUseTracePoints; MaxFlashlightAgentProcessPerUpdate: number; MaxFlashlightsUsedSimultaneously: number; MaxFlashlightUseTracesPerUpdate: number; }>; export type AIGlobalFlashlightUseTracePoints = GetStructType<AIGlobalFlashlightUseTracePointsItem[]>; export type AIGlobalFlashlightUseTracePointsItem = GetStructType<{ RelativeLocation: AIGlobalRelativeLocation; }>; export type AIGlobalFocusLocationSelectionSettings = GetStructType<{ FocusLocationStartLookingEarlyOffset: number; }>; export type AIGlobalHearingSensorSettings = GetStructType<{ NonEnemySoundHearingCoef: number; SoundVisionValidationThreshold: number; }>; export type AIGlobalLuminanceSettings = GetStructType<{ BaseLuminance: number; EnvironmentLuminanceCoefficients: AIGlobalEnvironmentLuminanceCoefficients; LightLuminanceByTimeOfDayCurve: string; LightSourceLuminanceMultiplier: number; MaxLightGatheringRadius: number; MaxLuminanceAgentProcessPerUpdate: number; MaxLuminanceTracesPerUpdate: number; MinAmbientLuminanceToSkipTraces: number; ShadowLuminanceByTimeOfDayCurve: string; ShadowOffsetByTimeOfDayCurve: string; }>; export type AIGlobalMaterials = GetStructType<AIGlobalMaterialsItem[]>; export type AIGlobalMaterialsItem = GetStructType<{ SID: string; }>; export type AIGlobalMaterialTranslucencyList = GetStructType<AIGlobalMaterialTranslucencyListItem[]>; export type AIGlobalMaterialTranslucencyListItem = GetStructType<{ Materials: AIGlobalMaterials; Translucency: number; }>; export type AIGlobalMutant = GetStructType<{ ChangeChance: number; ConfidenceToAttack: number; ConfidenceToRetreat: number; UpdateIntervalSecondsMax: number; UpdateIntervalSecondsMin: number; }>; export type AIGlobalMutantCorpseProcessFactionPerRank = GetStructType<AIGlobalMutantCorpseProcessFactionPerRankItem[]>; export type AIGlobalMutantCorpseProcessFactionPerRankItem = GetStructType<{ AllowedRanks: AIGlobalAllowedRanks; Faction: string; }>; export type AIGlobalPhysMatSettings = GetStructType<AIGlobalPhysMatSettingsItem[]>; export type AIGlobalPhysMatSettingsItem = GetStructType<{ CharacterNoiseCoef: number; MaterialType: EPhysicalMaterialType; }>; export type AIGlobalPlayerFlashlightVisionSettings = GetStructType<{ FlashlightMaxVisionScorePerSecond: number; FlashlightMinVisionScorePerSecond: number; FlashlightVisionConeHalfAngle: number; FlashlightVisionConeLength: number; NumTracePointsPerVisionUpdate: number; }>; export type AIGlobalReactionOnEmissionSettings = GetStructType<{ DistanceToAvoidPreparingForEmission: number; DistanceToShelterToWalk: number; InvulnerableAfterEmissionStart: number; MinCoveredDistanceToChangeMovementType: number; ReceivedDamageTimeToEnterCombatDuringEmission: number; ReceivedDamageToEnterCombatDuringEmission: number; SheltersSearchDistance: number; TransitionAlphaToPrepareForEmission: number; }>; export type AIGlobalRegionRank = GetStructType<AIGlobalRegionRankItem[]>; export type AIGlobalRegionRankItem = GetStructType<{ MaxRank: ERank; MinRank: ERank; Region: ERegion; }>; export type AIGlobalRelativeLocation = GetStructType<{ X: number; Y: number; Z: number; }>; export type AIGlobalRoomBaseCoefficients = GetStructType<AIGlobalRoomBaseCoefficientsItem[]>; export type AIGlobalRoomBaseCoefficientsItem = GetStructType<{ Coefficient: number; RoomType: EAudioRoomPresetBandwidth; }>; export type AIGlobalThreatsSettings = GetStructType<{ CorpseSmellAfterDeathTimeout: number; EnemyReportDelaySeconds: number; FlairIdentifyAsEnemyOutsideFrontZoneMultiplier: number; LootingCorpsesDeathTimeInterval: number; ThreatReportDelaySeconds: number; }>; export type AIGlobalThrowGrenadeSettings = GetStructType<{ AvailableGrenadesPerFaction: AIGlobalAvailableGrenadesPerFaction; }>; export type AIGlobalTimeOfDayBaseLuminance = GetStructType<AIGlobalTimeOfDayBaseLuminanceItem[]>; export type AIGlobalTimeOfDayBaseLuminanceItem = GetStructType<{ Luminance: number; TimeFrom: number; TimeTill: number; }>; export type AIGlobalTouchSensorSettings = GetStructType<{ TouchDistanceThreshold: number; TouchNonEnemyPlayerLookAtTime: number; TouchNonEnemyPlayerReactionTime: number; TouchSensorCooldown: number; }>; export type AIGlobalWeaponAttachmentsModifiersList = GetStructType<AIGlobalWeaponAttachmentsModifiersListItem[]>; export type AIGlobalWeaponAttachmentsModifiersListItem = GetStructType<{ HearingDistanceModifier: number; ThreatPointsMultiplier: number; WeaponAttachmentSID: string; }>; export type AIGlobalWeatherLuminanceCoefficients = GetStructType<AIGlobalWeatherLuminanceCoefficientsItem[]>; export type AIGlobalWeatherLuminanceCoefficientsItem = GetStructType<{ Coefficient: number; WeatherType: EWeather; }>; export type AIGlobalWeatherSettings = GetStructType<AIGlobalWeatherSettingsItem[]>; export type AIGlobalWeatherSettingsItem = GetStructType<{ FlairCoef: number; HearingDistanceCoef: number; VisibilityCoef: number; WeatherSID: string; }>; export type AimAssistConePrototype = GetStructType<{ AimAssistWeightsSID: string; AngleCurvePath: string; HeightCurvePath: string; SID: string; TrackedBones: AimAssistConePrototypeTrackedBones; }>; export type AimAssistConePrototypeTrackedBones = GetStructType<EDamageBone[]>; export type AimAssistPresetPrototype = GetStructType<{ LostTargetTrackingTime: number; MagnetismAimAssistConeSIDs: CoreVariableHead; MovingTrackingAimAssistConeSID: string; SID: string; SnappingAimAlphaThreshold: number; SnappingAimAssistConeSID: string; SnappingCameraHorizontalMovementTolerance: number; SnappingCameraRadiusTolerance: number; SnappingCameraVerticalMovementTolerance: number; SnappingRecoilModifier: number; SnappingTimeCurvePath: string; StationaryTrackingAimAssistConeSID: string; StickinessAimAssistConeSID: string; }>; export type AimAssistWeightsPrototype = GetStructType<{ InitialWeight: number; MinWeight: number; SID: string; WeightRules: AimAssistWeightsPrototypeWeightRules; }>; export type AimAssistWeightsPrototypeWeightRules = GetStructType<AimAssistWeightsPrototypeWeightRulesItem[]>; export type AimAssistWeightsPrototypeWeightRulesItem = GetStructType<{ Type: EAimAssistWeightType; WeightModifier: number; }>; export type ALifeDirectorScenarioPrototype = GetStructType<{ ALifeScenarioNPCArchetypesLimitsPerPlayerRank: ALifeDirectorScenarioPrototypeALifeScenarioNPCArchetypesLimitsPerPlayerRank; DefaultALifeLairExpansionToPlayerTimeMax: number; DefaultALifeLairExpansionToPlayerTimeMin: number; DefaultEmissionScenarioGroup: string; DefaultEmptyScenarioGroup: string; DefaultExpansionSquadNumMax: number; DefaultExpansionSquadNumMin: number; DefaultPostSpawnDirectorTimeoutMax: number; DefaultPostSpawnDirectorTimeoutMin: number; DefaultScenarioGroup: string; DefaultShouldDespawnNPCs: boolean; DefaultSpawnDelayMax: number; DefaultSpawnDelayMin: number; FallbackMaxSpawnCount: number; FallbackNPCTypes: CoreVariableLegs; ProhibitedAgentTypes: ALifeDirectorScenarioPrototypeProhibitedAgentTypes; RestrictedObjPrototypeSIDs: ALifeDirectorScenarioPrototypeRestrictedObjPrototypeSIDs; ScenarioGroups: ALifeDirectorScenarioPrototypeScenarioGroups; Scenarios: ALifeDirectorScenarioPrototypeScenarios; SID: string; }>; export type ALifeDirectorScenarioPrototypeALifeScenarioNPCArchetypesLimitsPerPlayerRank = GetStructType<ALifeDirectorScenarioPrototypeALifeScenarioNPCArchetypesLimitsPerPlayerRankItem[]>; export type ALifeDirectorScenarioPrototypeALifeScenarioNPCArchetypesLimitsPerPlayerRankItem = GetStructType<{ Rank: ERank; Restrictions: ALifeDirectorScenarioPrototypeRestrictions; }>; export type ALifeDirectorScenarioPrototypeHub = GetStructType<{ PostSpawnDirectorTimeoutMax: number; PostSpawnDirectorTimeoutMin: number; ScenarioSIDs: ALifeDirectorScenarioPrototypeScenarioSIDs; SID: string; SpawnDelayMax: number; SpawnDelayMin: number; }>; export type ALifeDirectorScenarioPrototypeMutant_AttackEnemyLair = GetStructType<{ ExpansionSquadNumMax: number; ExpansionSquadNumMin: number; PlayerRequiredRank: ERank; ScenarioGroupsTarget: EALifeDirectorScenarioTarget; ScenarioSquads: ALifeDirectorScenarioPrototypeScenarioSquads; ScenarioWeight: number; SID: string; }>; export type ALifeDirectorScenarioPrototypeProhibitedAgentTypes = GetStructType<EAgentType[]>; export type ALifeDirectorScenarioPrototypeRestrictedObjPrototypeSIDs = StringArray; export type ALifeDirectorScenarioPrototypeRestrictions = GetStructType<ALifeDirectorScenarioPrototypeRestrictionsItem[]>; export type ALifeDirectorScenarioPrototypeRestrictionsItem = GetStructType<{ AgentType: EAgentType; MaxCount: number; }>; export type ALifeDirectorScenarioPrototypeScenarioGroups = GetStructType<{ [key in ScenarioGroup]: ALifeDirectorScenarioPrototypeHub; }>; export type ALifeDirectorScenarioPrototypeScenarios = GetStructType<{ [k in string]: ALifeDirectorScenarioPrototypeMutant_AttackEnemyLair; }>; export type ALifeDirectorScenarioPrototypeScenarioSIDs = GetStructType<{ [k in string]: ALifeDirectorScenarioPrototypeMutant_AttackEnemyLair; }>; export type ALifeDirectorScenarioPrototypeScenarioSquads = GetStructType<ALifeDirectorScenarioPrototypeScenarioSquadsItem[]>; export type ALifeDirectorScenarioPrototypeScenarioSquadsItem = GetStructType<{ AgentArchetype: EAgentArchetype; AgentPrototypeSID: string; AliveMultiplierMax: number; AliveMultiplierMin: number; bPlayerEnemy: boolean; DeadMultiplier: number; RelationGroup: number; WoundedMultiplier: number; }>; export type ALifePolicyPrototype = GetStructType<{ CorpseRadius: number; FarLairDistance: string; FullWipeRefillCooldown: string; MaxCorpsePerRadius: string; MaxRefillDistance: number; MinRefillDistance: number; PartialWipeRefillCooldown: string; SeenLongAgoByPlayerSec: string; SID: string; StopExtinction: number; StopOfflineALifeCorpseDecomposition: number; TriggerExtinction: number; TriggerOfflineALifeCorpseDecomposition: number; }>; export type ALifePopulationManagerFactionPrototype = GetStructType<{ ALifeLairExpansionRadius: number; ALifeLairExpansionTime: number; ALifeStartSimulation: string; Factions: ALifePopulationManagerFactionPrototypeFactions; SID: string; }>; export type ALifePopulationManagerFactionPrototypeALifeFactionGoals = GetStructType<{ [key in FactionGoalType]: ALifePopulationManagerFactionPrototypeNormal; }>; export type ALifePopulationManagerFactionPrototypeFactions = GetStructType<{ [key in Faction]: ALifePopulationManagerFactionPrototypeRat; }>; export type ALifePopulationManagerFactionPrototypeNormal = GetStructType<{ MaxLairs: number; MinLairs: number; TacticType: EALifeFactionGoalType; }>; export type ALifePopulationManagerFactionPrototypeRat = GetStructType<{ ALifeFactionGoals: ALifePopulationManagerFactionPrototypeALifeFactionGoals; ALifeLairExpansionBattleChance: number; Faction: string; }>; export type AmmoPrototype = GetStructType<{ AimDispersionMod: number; AmmoPackCount: number; AmmoType: EAmmoType; ArmorDamageMod: number; ArmorPiercingMod: number; BleedingMod: number; Caliber: EAmmoCaliber; CaliberSoundSwitch: string; Cost: number; CoverPiercingMod: number; CrosshairMod: ECrosshairType; DamageMod: number; DamageSource: EDamageSource; DispersionMod: number; EffectPrototypeSIDs: NPCPrototypeSkills; FittingWeaponsSIDs: SingletonConstantArmy; FlatnessMod: number; FPShellFXPath: string; FractionCount: number; Icon: string; ImpulseToObjectsMod: number; ItemGridWidth: number; ItemTypeSwitchValue: string; MaxStackCount: number; MeshPrototypeSID: string; OffsetAimDispersionMod: number; PhysicsInteractionPrototypeSID: string; RecoilMod: number; ShellSoundEventPath: string; SID: string; TPShellFXPath: string; Type: EItemType; WeaponExhaustionMod: number; Weight: number; }>; export type AnimationBudgetPrototype = GetStructType<{ AlwaysTickFalloffAggression: number; AutoCalculatedSignificanceMaxDistance: number; BudgetFactorBeforeAggressiveReducedWork: number; BudgetFactorBeforeReducedWork: number; BudgetFactorBeforeReducedWorkEpsilon: number; BudgetInMs: number; BudgetPressureBeforeEmergencyReducedWork: number; BudgetPressureSmoothingSpeed: number; CalculateSignificanceMethod: ECalculateSignificance; DistanceSignificanceMultiplier: number; InitialEstimatedWorkUnitTimeMs: number; InterpolationFalloffAggression: number; InterpolationMaxRate: number; InterpolationTickMultiplier: number; MaxInterpolatedComponents: number; MaxTickedOffsreenComponents: number; MaxTickRate: number; MinQuality: number; ReducedWorkThrottleMaxInFrames: number; ReducedWorkThrottleMaxPerFrame: number; ReducedWorkThrottleMinInFrames: number; ScreenSizeSignificanceMultiplier: number; SID: string; SignificanceMultiplierCurve: string; SignificanceMultiplierForInvisibleComponents: number; StateChangeThrottleInFrames: number; WorkUnitSmoothingSpeed: number; }>; export type AnomalyOverlapPrototype = GetStructType<{ FirstAnomalyType: EAnomalyType; IsOverlapAllowed: boolean; SecondAnomalyType: EAnomalyType; SID: number; }>; export type AnomalyPrototype = GetStructType<{ ActivateFeedbackRadius: number; ActivationDelay: string; ActivationSpeedThreshold: number; ActiveSwitchPath: string; AlphaAngleDeg: number; AngularDamping: number; AnomalyElementType: EAnomalyElementType; AnomalyInterpolationSpeed: number; AnomalySpeedToMaxArtifacts: number; AnomalyStuckTime: number; ArtifactEatingExplodeHeight: number; ArtifactEatingExplodeRadius: number; ArtifactEatingRadius: number; ArtifactEatingTime: number; ArtifactNavigationHeight: number; AuxBusPath: string; bBulletDestruction: boolean; bHasSpaceRestrictor: boolean; Blueprint: string; BoltActivationAngle: number; BoltAngularVelocityMultiplier: number; BoltLinearVelocityMultiplier: number; BonesToTrace: AnomalyPrototypeBonesToTrace; bTraceObjectsOnOverlap: boolean; BubblePrototype: AnomalyPrototypeBubblePrototype; BulletSpeedOverride: number; CharacterPushingImpulse: number; ClickerOtherAnomalyJumpChance: number; ClickerOuterRadius: number; ClickerOuterRadiusJumpChance: number; CloseArtifactRadius: number; CollisionFormType: ECollisionFormType; CollisionHeight: number; Cooldown: number; CullingDistance: string; DamageEffectSpawnChance: number; DefaultAnomalyRadius: number; DefaultHeightOffset: number; DestructibleDamage: number; DiamondAuxFilter: string; DiamondParticle: string; Duration: number; EMIDuration: number; EMIRadius: number; EpicenterRadius: number; EquipmentDamage: number; ExplosionActiveTime: number; FadeRate: number; FadeSwitchPath: string; FadeTime: number; FakeArtifactSpawnAmountMax: number; FakeArtifactSpawnAmountMin: number; FirstPersonSwitchPath: string; FlamePillarHeight: number; FlamePillarRadius: number; GrenadeAngularVelocityMultiplier: number; GrenadeLinearVelocityMultiplier: number; HuntDistance: number; IdleSwitchPath: string; IgnoredProjectileSIDs: NPCPrototypeSkills; ImmuneObjPrototypeSIDs: NPCPrototypeSkills; InteractionEffectPrototypeSIDs: CoreVariableTorso; ItemDefaultVelocityMultiplier: number; LavaClotTTLMax: number; LavaClotTTLMin: number; LavaHitEffectPrototypeSIDs: CoreVariableHead; LavaItemHitEffectPrototypeSIDs: NPCPrototypeSkills; LiftingHeight: number; LiftUpTime: number; LinearDamping: number; MaxArtifactsToUpSpeed: number; MovementLocationPriorityRadius: number; MovementSpeed: number; MoveToTargetUpdateDelay: number; ObjectDamageDistanceThreshold: number; OnlyDetectSlotsArtifacts: boolean; OutputBusVolume: number; OutputBusVolumeInterpolationTime: number; OverridePhysicsMaterial: string; ParticleChargeTime: number; ParticleCollisionRadius: number; ParticleCooldownTime: number; ParticleDamageRadius: number; ParticleMaxCount: string; ParticleMinDistanceToTarget: number; ParticlePrototype: AnomalyPrototypeParticlePrototype; ParticleSpawnDelay: number; ParticleSpawnHeight: number; ParticleSpawnPredictionTime: number; PassiveEffectPrototypeSIDs: CoreVariableHead; PillowVFXLerpDuration: number; PlayerSpiralingPower: number; PlayerStanceChangeEffectPrototypeSIDs: AssetLibraryUIIcons; PostInteractionEffectPrototypeSIDs: NPCPrototypeSkills; PreInteractionEffectPrototypeSIDs: NPCPrototypeSkills; PullForce: number; PushImpulse: number; PushingForce: number; PushingImpulse: number; Radius: number; RTPC_Anomaly_Flycatcher_InfluenceLevel: string; SFX_Anomaly_Flycatcher: string; ShouldLiftUpSimulatePhysics: boolean; SID: string; SoundEventPath: string; SpawnParticleBottomThreshold: number; SpawnParticleTopThreshold: number; SpeedRotationInPlace: number; "ST_GameState-Default": string; "ST_GameState-Flycatcher": string; TargetChaseTime: number; TargetLostDelay: number; ThirdPersonSwitchPath: string; TimeToCenter: number; ToxicCloudAppearTime: number; ToxicCloudBoxCollision: AIGlobalRelativeLocation; ToxicCloudDisappearChance: number; ToxicCloudDisappearCheck: number; ToxicCloudDisappearTime: number; TriggerSwitchPath: string; Type: EAnomalyType; VFXBlendInTime: number; VFXBlendOutTime: number; VFXHideRadius: number; VoidRadiusMax: number; VoidRadiusMin: number; WaterContactMaxApplicationDistance: number; WaterContactNiagaraSystemVFX: string; ZeroGravityRadius: number; }>; export type AnomalyPrototypeBonesToTrace = GetStructType<EObjSkeletalMeshTraceBone[]>; export type AnomalyPrototypeBubblePrototype = GetStructType<{ BubbleFormationTime: number; DamageRadius: number; MaxHP: number; MaxSpeed: number; MinHP: number; MinSpeed: number; ReflectionOffset: number; SpeedGainTime: number; SpeedLossTime: number; TargetIgnoreTime: number; TargetLocationUpdateFrequency: number; TargetOffset: number; }>; export type AnomalyPrototypeParticlePrototype = GetStructType<{ CollisionRadiusMax: number; CollisionRadiusMin: number; DamageRadius: number; InitialSpeedInterpolationTime: number; InteractionEffectPrototypeSIDs: CoreVariableTorso; MaxHP: number; MaxInitialSpeed: number; MaxSpeed: number; MaxTTL: number; MinHP: number; MinInitialSpeed: number; MinSpeed: number; MinTTL: number; ParticleAmountMax: number; ParticleAmountMin: number; ReflectionOffset: number; SpeedGainTime: number; SpeedLossTime: number; SpreadingRadius: number; TargetOffset: number; }>; export type ArmorPrototype = GetStructType<{ ArmorSoundType: string; ArtifactSlots: number; BaseDurability: number; bBlockHead: boolean; bPreventFromLimping: boolean; Cost: number; EffectPrototypeSIDs: CoreVariableHead; Icon: string; IncreaseSpeedCoef: number; Invisible: boolean; ItemGridHeight: number; ItemGridWidth: number; ItemSlotType: EInventoryEquipmentSlot; ItemTypeSwitchValue: string; LocalizationSID: string; MaxStackCount: number; MeshGenerator: ArmorPrototypeMeshGenerator; MeshPrototypeSID: string; NoiseCoef: number; NpcMeshGenerator: ArmorPrototypeNpcMeshGenerator; PhysicsInteractionPrototypeSID: string; PreinstalledUpgrades: NPCPrototypeSkills; Protection: ArmorPrototypeProtection; ProtectionNPC: ArmorPrototypeProtection; SectionSettings: ArmorPrototypeSectionSettings; SID: string; StaggerEffectPrototypeSID: string; Type: EItemType; UpgradePrototypeSIDs: ArmorPrototypeUpgradePrototypeSIDs; VoiceModulatorSID: string; Weight: number; }>; export type ArmorPrototypeMeshGenerator = GetStructType<ArmorPrototypeMeshGeneratorItem[]>; export type ArmorPrototypeMeshGeneratorItem = GetStructType<{ MeshGeneratorPrototypeSID: string; Weight: number; }>; export type ArmorPrototypeNpcMeshGenerator = GetStructType<ArmorPrototypeMeshGeneratorItem[]>; export type ArmorPrototypeProtection = GetStructType<{ Burn: number; ChemicalBurn: number; Fall: number; PSY: number; Radiation: number; Shock: number; Strike: number; }>; export type ArmorPrototypeSectionSettings = GetStructType<ArmorPrototypeSectionSettingsItem[]>; export type ArmorPrototypeSectionSettingsItem = GetStructType<{ BottomPosition: number; LeftPosition: number; ModuleLineDirection: ELineDirection; RightPoition: number; SectionIsEnabled: boolean; TopPosition: number; UpgradeLineDirection: ELineDirection; UpgradeTargetPartType: EUpgradeTargetPartType; }>; export type ArmorPrototypeUpgradePrototypeSIDs = StringArray; export type ArtifactPrototype = GetStructType<{ AnomalyDamageDeflections: ArtifactPrototypeAnomalyDamageDeflections; AnomalyElementType: EAnomalyElementType; ArchiartifactType: EArchiartifactType; ArtifactSpawn: boolean; ArtifactType: EArtifactType; ArtifactTypeSwitch: string; Blueprint: string; bUseCharge: string; ChargeFullDecreaseSound: string; ChargeFullIncreaseSound: string; ChargeThreshold: number; ChargingSound: string; ChargingSpeed: number; Cost: number; DamageToStaminaCoefficient: number; DamageToWeightCoefficient: number; DestroyOnPickup: boolean; DetectorRequired: boolean; DisableCollisionWhenHide: boolean; EffectOnPickPrototypeSIDs: ArtifactPrototypeEffectOnPickPrototypeSIDs; EffectPrototypeSIDs: CoreVariableTorso; EffectsDisplayTypes: ArtifactPrototypeEffectsDisplayTypes; EffectsDuration: number; FakeArtifactDissolveSound: string; FakeArtifactDissolveVFX: string; FakeArtifactDistortionSound: string; FakeArtifactDistortionVFX: string; FakeArtifactHaloVFX: string; HasPhysics: boolean; Icon: string; InactiveIcon: string; IsQuestItem: boolean; ItemGridHeight: number; ItemGridWidth: number; ItemSlotType: EInventoryEquipmentSlot; ItemTypeSwitchValue: string; JumpAmount: number; JumpDelay: number; JumpDistance: number; JumpForce: number; JumpHeight: number; JumpSeriesDelay: number; JumpSound: string; JumpSpeedCoef: number; LifeTime: number; LifeTimeDependant: boolean; LocalizationSID: string; MaxCharge: number; MaxStackCount: number; MaxWeight: number; MeshPrototypeSID: string; MinimalDrunkenness: number; MinWeight: number; NegativeEffectPrototypeSIDs: NPCPrototypeSkills; ParticleOnImpact: string; ParticleOnShow: string; ParticleStateTransitionFadeIn: string; ParticleStateTransitionFadeInDelay: number; ParticleStateTransitionFadeOut: string; ParticleStateTransitionFadeOutDelay: number; Persistent: boolean; PhysicsInteractionPrototypeSID: string; PlayerDistance: number; PositiveEffectPrototypeSIDs: CoreVariableTorso; Radius: number; Rarity: EArtifactRarity; ReturnDistanceValue: number; ShouldShowEffects: ArtifactPrototypeShouldShowEffects; SID: string; SoundStateTransitionOnHide: string; SoundStateTransitionOnShow: string; StateTransitionDelay: number; Strafe: boolean; Type: EItemType; ViewOffset: AIGlobalRelativeLocation; WakeUpEffectSIDs: NPCPrototypeSkills; Weight: number; WeightDecreaseAmount: number; WeightDecreaseDelay: number; WeightDecreaseRate: number; }>; export type ArtifactPrototypeAnomalyDamageDeflections = GetStructType<ArtifactPrototypeAnomalyDamageDeflectionsItem[]>; export type ArtifactPrototypeAnomalyDamageDeflectionsItem = GetStructType<{ AnomalyType: EAnomalyType; ChargeQuantity: number; DamageDeflection: number; TimeToReduceCharge: number; }>; export type ArtifactPrototypeEffectOnPickPrototypeSIDs = GetStructType<{ ViewOffset: AIGlobalRelativeLocation; }> & GetStructType<string[]>; export type ArtifactPrototypeEffectsDisplayTypes = GetStructType<EEffectDisplayType[]>; export type ArtifactPrototypeShouldShowEffects = GetStructType<boolean[]>; export type ArtifactSpawnerPrototype = GetStructType<{ [k in Rank]: ArtifactSpawnerPrototypeMaster; } & { ExcludeRules: ArtifactSpawnerPrototypeExcludeRules; ID: number; ListOfArtifacts: ArtifactSpawnerPrototypeListOfArtifacts; SID: string; SingleArtifactSpawner: boolean; UseListOfArtifacts: boolean; }>; export type ArtifactSpawnerPrototypeExcludeRules = GetStructType<EArtifactSpawnerExcludeRule[]>; export type ArtifactSpawnerPrototypeListOfArtifacts = StringArray; export type ArtifactSpawnerPrototypeMaster = GetStructType<{ Count: number; MaxCooldown: number; MinCooldown: number; Radius: number; RarityChance: ArtifactSpawnerPrototypeRarityChance; SpawnChanceBase: number; SpawnChanceBonus: number; }>; export type ArtifactSpawnerPrototypeRarityChance = GetStructType<{ Common: number; Epic: number; Rare: number; Uncommon: number; }>; export type AssetLibrary = GetStructType<{ AkEffectShareSet: AssetLibraryAkEffectShareSet; AKRtpc: AssetLibraryAKRtpc; AnimationBlueprints: AssetLibraryAnimationBlueprints; AnomalyBlueprint: string; Blueprint: AssetLibraryBlueprint; CharacterBlueprint: AssetLibraryCharacterBlueprint; CurveFloat: AssetLibraryCurveFloat; InteractableBlueprint: AssetLibraryInteractableBlueprint; ItemIcons: AssetLibraryUIIcons; Material: AssetLibraryUIIcons; MaterialInstanceConstant: AssetLibraryMaterialInstanceConstant; MaterialParameterCollection: AssetLibraryMaterialParameterCollection; NavModifiers: string; NiagaraSystems: AssetLibraryNiagaraSystems; NPCSpawnerBlueprint: string; ParticleSystems: AssetLibraryParticleSystems; ProjectileBlueprint: AssetLibraryProjectileBlueprint; SkeletalMesh: AssetLibrarySkeletalMesh; StaticMesh: AssetLibraryStaticMesh; Texture2D: string; TextureRenderTarget2D: AssetLibraryUIIcons; UIIcons: AssetLibraryUIIcons; UIWidgetBlueprint: AssetLibraryUIWidgetBlueprint; }>; export type AssetLibraryAkEffectShareSet = GetStructType<{ Full: string; Medium: string; Narrow: string; }>; export type AssetLibraryAKRtpc = GetStructType<{ CutsceneRTPCParameter: string; DeathRTPCParameter: string; DialogueRTPCParameter: string; DialogueVolumeRTPCParameter: string; DisableCopyrightedMusicRTPCParameter: string; EffectsVolumeRTPCParameter: string; MainVolumeRTPCParameter: string; MusicVolumeRTPCParameter: string; MuteAllRTPCParameter: string; }>; export type AssetLibraryAnimationBlueprints = GetStructType<{ BoltAnimationBlueprint: string; InjectorAnimationBlueprint: string; KnifeAnimationBlueprint: string; PDAAnimationBlueprint: string; }>; export type AssetLibraryBlueprint = GetStructType<{ Bolt: string; LevelTreesCollection: string; Lever: string;