unreal.js
Version:
A pak reader for games like VALORANT & Fortnite written in Node.JS
134 lines (133 loc) • 6.1 kB
JavaScript
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.FBodyInstance = exports.FCollisionResponse = exports.FWalkableSlopeOverride = exports.EWalkableSlopeBehavior = exports.FResponseChannel = exports.FCollisionResponseContainer = exports.ECollisionResponse = exports.EDOFMode = exports.ESleepFamily = exports.ECollisionEnabled = void 0;
const FBodyInstanceCore_1 = require("./FBodyInstanceCore");
var ECollisionEnabled;
(function (ECollisionEnabled) {
ECollisionEnabled[ECollisionEnabled["NoCollision"] = 0] = "NoCollision";
ECollisionEnabled[ECollisionEnabled["QueryOnly"] = 1] = "QueryOnly";
ECollisionEnabled[ECollisionEnabled["PhysicsOnly"] = 2] = "PhysicsOnly";
ECollisionEnabled[ECollisionEnabled["QueryAndPhysics"] = 3] = "QueryAndPhysics";
})(ECollisionEnabled = exports.ECollisionEnabled || (exports.ECollisionEnabled = {}));
var ESleepFamily;
(function (ESleepFamily) {
ESleepFamily[ESleepFamily["Normal"] = 0] = "Normal";
ESleepFamily[ESleepFamily["Sensitive"] = 1] = "Sensitive";
ESleepFamily[ESleepFamily["Custom"] = 2] = "Custom";
})(ESleepFamily = exports.ESleepFamily || (exports.ESleepFamily = {}));
var EDOFMode;
(function (EDOFMode) {
EDOFMode[EDOFMode["Default"] = 0] = "Default";
EDOFMode[EDOFMode["SixDOF"] = 1] = "SixDOF";
EDOFMode[EDOFMode["YZPlane"] = 2] = "YZPlane";
EDOFMode[EDOFMode["XZPlane"] = 3] = "XZPlane";
EDOFMode[EDOFMode["XYPlane"] = 4] = "XYPlane";
EDOFMode[EDOFMode["CustomPlane"] = 5] = "CustomPlane";
EDOFMode[EDOFMode["None"] = 6] = "None";
})(EDOFMode = exports.EDOFMode || (exports.EDOFMode = {}));
var ECollisionResponse;
(function (ECollisionResponse) {
ECollisionResponse[ECollisionResponse["ECR_Ignore"] = 0] = "ECR_Ignore";
ECollisionResponse[ECollisionResponse["ECR_Overlap"] = 1] = "ECR_Overlap";
ECollisionResponse[ECollisionResponse["ECR_Block"] = 2] = "ECR_Block";
})(ECollisionResponse = exports.ECollisionResponse || (exports.ECollisionResponse = {}));
class FCollisionResponseContainer {
constructor() {
this.WorldStatic = null;
this.WorldDynamic = null;
this.Pawn = null;
this.Visibility = null;
this.Camera = null;
this.PhysicsBody = null;
this.Vehicle = null;
this.Destructible = null;
this.EngineTraceChannel1 = null;
this.EngineTraceChannel2 = null;
this.EngineTraceChannel3 = null;
this.EngineTraceChannel4 = null;
this.EngineTraceChannel5 = null;
this.EngineTraceChannel6 = null;
this.GameTraceChannel1 = null;
this.GameTraceChannel2 = null;
this.GameTraceChannel3 = null;
this.GameTraceChannel4 = null;
this.GameTraceChannel5 = null;
this.GameTraceChannel6 = null;
this.GameTraceChannel7 = null;
this.GameTraceChannel8 = null;
this.GameTraceChannel9 = null;
this.GameTraceChannel10 = null;
this.GameTraceChannel11 = null;
this.GameTraceChannel12 = null;
this.GameTraceChannel13 = null;
this.GameTraceChannel14 = null;
this.GameTraceChannel15 = null;
this.GameTraceChannel16 = null;
this.GameTraceChannel17 = null;
this.GameTraceChannel18 = null;
}
}
exports.FCollisionResponseContainer = FCollisionResponseContainer;
class FResponseChannel {
}
exports.FResponseChannel = FResponseChannel;
var EWalkableSlopeBehavior;
(function (EWalkableSlopeBehavior) {
EWalkableSlopeBehavior[EWalkableSlopeBehavior["WalkableSlope_Default"] = 0] = "WalkableSlope_Default";
EWalkableSlopeBehavior[EWalkableSlopeBehavior["WalkableSlope_Increase"] = 1] = "WalkableSlope_Increase";
EWalkableSlopeBehavior[EWalkableSlopeBehavior["WalkableSlope_Decrease"] = 2] = "WalkableSlope_Decrease";
EWalkableSlopeBehavior[EWalkableSlopeBehavior["WalkableSlope_Unwalkable"] = 3] = "WalkableSlope_Unwalkable";
})(EWalkableSlopeBehavior = exports.EWalkableSlopeBehavior || (exports.EWalkableSlopeBehavior = {}));
class FWalkableSlopeOverride {
}
exports.FWalkableSlopeOverride = FWalkableSlopeOverride;
class FCollisionResponse {
constructor() {
this.ResponseToChannels = null;
this.ResponseArray = null;
}
}
exports.FCollisionResponse = FCollisionResponse;
class FBodyInstance extends FBodyInstanceCore_1.FBodyInstanceCore {
constructor() {
super(...arguments);
this.ObjectType = null;
this.CollisionEnabled = null;
this.SleepFamily = null;
this.DOFMode = null;
this.bUseCCD = null;
this.bIgnoreAnalyticCollisions = null;
this.bNotifyRigidBodyCollision = null;
this.bLockTranslation = null;
this.bLockRotation = null;
this.bLockXTranslation = null;
this.bLockYTranslation = null;
this.bLockZTranslation = null;
this.bLockXRotation = null;
this.bLockYRotation = null;
this.bLockZRotation = null;
this.bOverrideMaxAngularVelocity = null;
this.bOverrideMaxDepenetrationVelocity = null;
this.bOverrideWalkableSlopeOnInstance = null;
this.bInterpolateWhenSubStepping = null;
this.CollisionProfileName = null;
this.PositionSolverIterationCount = null;
this.VelocitySolverIterationCount = null;
this.CollisionResponses = null;
this.MaxDepenetrationVelocity = null;
this.MassInKgOverride = null;
this.LinearDamping = null;
this.AngularDamping = null;
this.CustomDOFPlaneNormal = null;
this.COMNudge = null;
this.MassScale = null;
this.InertiaTensorScale = null;
this.WalkableSlopeOverride = null;
this.PhysMaterialOverride = null;
this.MaxAngularVelocity = null;
this.CustomSleepThresholdMultiplier = null;
this.StabilizationThresholdMultiplier = null;
this.PhysicsBlendWeight = null;
}
}
exports.FBodyInstance = FBodyInstance;