unreal.js
Version:
A pak reader for games like VALORANT & Fortnite written in Node.JS
168 lines (167 loc) • 4.91 kB
JavaScript
"use strict";
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
return c > 3 && r && Object.defineProperty(target, key, r), r;
};
var __metadata = (this && this.__metadata) || function (k, v) {
if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.ULevel_Properties = void 0;
const UObject_1 = require("./UObject");
const UProperty_1 = require("../../../util/decorators/UProperty");
/**
* ULevel_Properties
* @extends {UObject}
*/
class ULevel_Properties extends UObject_1.UObject {
constructor() {
super(...arguments);
/**
* OwningWorld
* @type {FPackageIndex}
* @public
*/
this.OwningWorld = null;
/**
* Model
* @type {FPackageIndex}
* @public
*/
this.Model = null;
/**
* ModelComponents
* @type {Array<FPackageIndex>}
* @public
*/
this.ModelComponents = null;
/**
* ActorCluster
* @type {FPackageIndex}
* @public
*/
this.ActorCluster = null;
/**
* NumTextureStreamingUnbuiltComponents
* @type {number}
* @public
*/
this.NumTextureStreamingUnbuiltComponents = null;
/**
* NumTextureStreamingDirtyResources
* @type {number}
* @public
*/
this.NumTextureStreamingDirtyResources = null;
/**
* LevelScriptActor
* @type {FPackageIndex}
* @public
*/
this.LevelScriptActor = null;
/**
* NavListStart
* @type {FPackageIndex}
* @public
*/
this.NavListStart = null;
/**
* NavListEnd
* @type {FPackageIndex}
* @public
*/
this.NavListEnd = null;
/**
* NavDataChunks
* @type {Array<FPackageIndex>}
* @public
*/
this.NavDataChunks = null;
/**
* LightmapTotalSize
* @type {number}
* @public
*/
this.LightmapTotalSize = null;
/**
* ShadowmapTotalSize
* @type {number}
* @public
*/
this.ShadowmapTotalSize = null;
/**
* StaticNavigableGeometry
* @type {Array<FVector>}
* @public
*/
this.StaticNavigableGeometry = null;
/**
* StreamingTextureGuids
* @type {FGuid}
* @public
*/
this.StreamingTextureGuids = null;
/**
* LevelBuildDataId
* @type {FGuid}
* @public
*/
this.LevelBuildDataId = null;
/**
* MapBuildData
* @type {FPackageIndex}
* @public
*/
this.MapBuildData = null;
/**
* LightBuildLevelOffset
* @type {FIntVector}
* @public
*/
this.LightBuildLevelOffset = null;
/**
* bIsLightingScenario
* @type {boolean}
* @public
*/
this.bIsLightingScenario = null;
/**
* bTextureStreamingRotationChanged
* @type {boolean}
* @public
*/
this.bTextureStreamingRotationChanged = null;
/**
* bStaticComponentsRegisteredInStreamingManager
* @type {boolean}
* @public
*/
this.bStaticComponentsRegisteredInStreamingManager = null;
/**
* bIsVisible
* @type {boolean}
* @public
*/
this.bIsVisible = null;
/**
* WorldSettings
* @type {FPackageIndex}
* @public
*/
this.WorldSettings = null;
/**
* AssetUserData
* @type {Array<FPackageIndex>}
* @public
*/
this.AssetUserData = null;
//public DestroyedReplicatedStaticActors: FReplicatedStaticActorDestructionInfo[]
}
}
__decorate([
UProperty_1.UProperty({ skipNext: 1 }),
__metadata("design:type", Array)
], ULevel_Properties.prototype, "AssetUserData", void 0);
exports.ULevel_Properties = ULevel_Properties;