UNPKG

unreal.js

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A pak reader for games like VALORANT & Fortnite written in Node.JS

51 lines (50 loc) 3.72 kB
"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.EBulkDataFlags_Check = exports.EBulkDataFlags = void 0; /** * EBulkDataFlags * @enum */ var EBulkDataFlags; (function (EBulkDataFlags) { /** Empty flag set. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_None"] = 0] = "BULKDATA_None"; /** If set, payload is stored at the end of the file and not inline. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_PayloadAtEndOfFile"] = 1] = "BULKDATA_PayloadAtEndOfFile"; /** If set, payload should be [un]compressed using ZLIB during serialization. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_SerializeCompressedZLIB"] = 2] = "BULKDATA_SerializeCompressedZLIB"; /** Force usage of SerializeElement over bulk serialization. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_ForceSingleElementSerialization"] = 4] = "BULKDATA_ForceSingleElementSerialization"; /** Bulk data is only used once at runtime in the game. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_SingleUse"] = 8] = "BULKDATA_SingleUse"; /** Bulk data won't be used and doesn't need to be loaded. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_Unused"] = 32] = "BULKDATA_Unused"; /** Forces the payload to be saved inline, regardless of its size. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_ForceInlinePayload"] = 64] = "BULKDATA_ForceInlinePayload"; /** Flag to check if either compression mode is specified. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_SerializeCompressed"] = 2] = "BULKDATA_SerializeCompressed"; /** Forces the payload to be always streamed, regardless of its size. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_ForceStreamPayload"] = 128] = "BULKDATA_ForceStreamPayload"; /** If set, payload is stored in a .upack file alongside the uasset. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_PayloadInSeperateFile"] = 256] = "BULKDATA_PayloadInSeperateFile"; /** DEPRECATED: If set, payload is compressed using platform specific bit window. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_SerializeCompressedBitWindow"] = 512] = "BULKDATA_SerializeCompressedBitWindow"; /** There is a new default to inline unless you opt out. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_Force_NOT_InlinePayload"] = 1024] = "BULKDATA_Force_NOT_InlinePayload"; /** This payload is optional and may not be on device. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_OptionalPayload"] = 2048] = "BULKDATA_OptionalPayload"; /** This payload will be memory mapped, this requires alignment, no compression etc. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_MemoryMappedPayload"] = 4096] = "BULKDATA_MemoryMappedPayload"; /** Bulk data size is 64 bits long. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_Size64Bit"] = 8192] = "BULKDATA_Size64Bit"; /** Duplicate non-optional payload in optional bulk data. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_DuplicateNonOptionalPayload"] = 16384] = "BULKDATA_DuplicateNonOptionalPayload"; /** Indicates that an old ID is present in the data, at some point when the DDCs are flushed we can remove this. */ EBulkDataFlags[EBulkDataFlags["BULKDATA_BadDataVersion"] = 32768] = "BULKDATA_BadDataVersion"; /** BulkData did not have it's offset changed during the cook and does not need the fix up at load time */ EBulkDataFlags[EBulkDataFlags["BULKDATA_NoOffsetFixUp"] = 65536] = "BULKDATA_NoOffsetFixUp"; })(EBulkDataFlags = exports.EBulkDataFlags || (exports.EBulkDataFlags = {})); function EBulkDataFlags_Check(bulkDataFlags1, bulkDataFlags2) { return (bulkDataFlags1 & bulkDataFlags2) !== 0; } exports.EBulkDataFlags_Check = EBulkDataFlags_Check;