UNPKG

unreal.js

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

122 lines (121 loc) 4.18 kB
import { FBodyInstanceCore } from "./FBodyInstanceCore"; import { FName } from "../../objects/uobject/FName"; import { ECollisionChannel } from "../enums/ECollisionChannel"; import { FVector } from "../../objects/core/math/FVector"; import { FPackageIndex } from "../../objects/uobject/ObjectResource"; export declare enum ECollisionEnabled { NoCollision = 0, QueryOnly = 1, PhysicsOnly = 2, QueryAndPhysics = 3 } export declare enum ESleepFamily { Normal = 0, Sensitive = 1, Custom = 2 } export declare enum EDOFMode { Default = 0, SixDOF = 1, YZPlane = 2, XZPlane = 3, XYPlane = 4, CustomPlane = 5, None = 6 } export declare enum ECollisionResponse { ECR_Ignore = 0, ECR_Overlap = 1, ECR_Block = 2 } export declare class FCollisionResponseContainer { WorldStatic: ECollisionResponse; WorldDynamic: ECollisionResponse; Pawn: ECollisionResponse; Visibility: ECollisionResponse; Camera: ECollisionResponse; PhysicsBody: ECollisionResponse; Vehicle: ECollisionResponse; Destructible: ECollisionResponse; EngineTraceChannel1: ECollisionResponse; EngineTraceChannel2: ECollisionResponse; EngineTraceChannel3: ECollisionResponse; EngineTraceChannel4: ECollisionResponse; EngineTraceChannel5: ECollisionResponse; EngineTraceChannel6: ECollisionResponse; GameTraceChannel1: ECollisionResponse; GameTraceChannel2: ECollisionResponse; GameTraceChannel3: ECollisionResponse; GameTraceChannel4: ECollisionResponse; GameTraceChannel5: ECollisionResponse; GameTraceChannel6: ECollisionResponse; GameTraceChannel7: ECollisionResponse; GameTraceChannel8: ECollisionResponse; GameTraceChannel9: ECollisionResponse; GameTraceChannel10: ECollisionResponse; GameTraceChannel11: ECollisionResponse; GameTraceChannel12: ECollisionResponse; GameTraceChannel13: ECollisionResponse; GameTraceChannel14: ECollisionResponse; GameTraceChannel15: ECollisionResponse; GameTraceChannel16: ECollisionResponse; GameTraceChannel17: ECollisionResponse; GameTraceChannel18: ECollisionResponse; } export declare class FResponseChannel { Channel: FName; Response: ECollisionResponse; } export declare enum EWalkableSlopeBehavior { WalkableSlope_Default = 0, WalkableSlope_Increase = 1, WalkableSlope_Decrease = 2, WalkableSlope_Unwalkable = 3 } export declare class FWalkableSlopeOverride { WalkableSlopeBehavior: EWalkableSlopeBehavior; WalkableSlopeAngle: number; } export declare class FCollisionResponse { ResponseToChannels: FCollisionResponseContainer; ResponseArray: FResponseChannel[]; } export declare class FBodyInstance extends FBodyInstanceCore { ObjectType: ECollisionChannel; CollisionEnabled: ECollisionEnabled; SleepFamily: ESleepFamily; DOFMode: EDOFMode; bUseCCD: boolean; bIgnoreAnalyticCollisions: boolean; bNotifyRigidBodyCollision: boolean; bLockTranslation: boolean; bLockRotation: boolean; bLockXTranslation: boolean; bLockYTranslation: boolean; bLockZTranslation: boolean; bLockXRotation: boolean; bLockYRotation: boolean; bLockZRotation: boolean; bOverrideMaxAngularVelocity: boolean; bOverrideMaxDepenetrationVelocity: boolean; bOverrideWalkableSlopeOnInstance: boolean; bInterpolateWhenSubStepping: boolean; CollisionProfileName: FName; PositionSolverIterationCount: number; VelocitySolverIterationCount: number; CollisionResponses: FCollisionResponse; MaxDepenetrationVelocity: number; MassInKgOverride: number; LinearDamping: number; AngularDamping: number; CustomDOFPlaneNormal: FVector; COMNudge: FVector; MassScale: number; InertiaTensorScale: FVector; WalkableSlopeOverride: FWalkableSlopeOverride; PhysMaterialOverride: FPackageIndex; MaxAngularVelocity: number; CustomSleepThresholdMultiplier: number; StabilizationThresholdMultiplier: number; PhysicsBlendWeight: number; }