Documentation
¶
Index ¶
- Constants
- Variables
- func GetWeaponCustomizationComponentDataForHash(hash stingray.Hash) ([]byte, error)
- func LoadArcSettings(lookupHash HashLookup, lookupThinHash ThinHashLookup, ...) ([][]ArcInfo, error)
- func LoadArmorSetDefinitions(strings map[uint32]string, ...) (map[stingray.Hash]ArmorSet, error)
- func LoadBeamSettings(lookupHash HashLookup, lookupThinHash ThinHashLookup, ...) ([][]BeamInfo, error)
- func LoadExplosionSettings(lookupHash HashLookup, lookupThinHash ThinHashLookup, ...) ([][]ExplosionInfo, error)
- func LoadPassiveBonusDefinitions(lookupHash HashLookup, lookupThinHash ThinHashLookup, ...) (map[uint32]HelldiverCustomizationPassiveBonusSettings, error)
- func ParseAbilityComponents() (map[stingray.Hash]AbilityComponent, error)
- func ParseAnimationComponents() (map[stingray.Hash]AnimationComponent, error)
- func ParseArcWeaponComponents() (map[stingray.Hash]ArcWeaponComponent, error)
- func ParseAttachableComponents() (map[stingray.Hash]AttachableComponent, error)
- func ParseAvatarComponents() (map[stingray.Hash]AvatarComponent, error)
- func ParseBeamWeaponComponents() (map[stingray.Hash]BeamWeaponComponent, error)
- func ParseBehaviorComponents() (map[stingray.Hash]BehaviorComponent, error)
- func ParseCharacterNameComponents() (map[stingray.Hash]CharacterNameComponent, error)
- func ParseComponentIndices() (map[uint32]DLHash, error)
- func ParseDangerWarningComponents() (map[stingray.Hash]DangerWarningComponent, error)
- func ParseDepositComponents() (map[stingray.Hash]DepositComponent, error)
- func ParseEffectReferenceComponents() (map[stingray.Hash]EffectReferenceComponent, error)
- func ParseEncyclopediaEntryComponents() (map[stingray.Hash]EncyclopediaEntryComponent, error)
- func ParseEnemyPackageComponents() (map[stingray.Hash]EnemyPackageComponent, error)
- func ParseEntityComponentSettings() (map[stingray.Hash]Entity, error)
- func ParseEquipmentComponents() (map[stingray.Hash]EquipmentComponent, error)
- func ParseExplorationRewardComponents() (map[stingray.Hash]ExplorationRewardComponent, error)
- func ParseExplosiveComponents() (map[stingray.Hash]ExplosiveComponent, error)
- func ParseFactionComponents() (map[stingray.Hash]FactionComponent, error)
- func ParseHealthComponents() (map[stingray.Hash]HealthComponent, error)
- func ParseHealthComponentsArray() ([]ComponentIndexData, []HealthComponent, error)
- func ParseHellpodComponents() (map[stingray.Hash]HellpodComponent, error)
- func ParseHellpodPayloadComponents() (map[stingray.Hash]HellpodPayloadComponent, error)
- func ParseHellpodRackComponents() (map[stingray.Hash]HellpodRackComponent, error)
- func ParseInteractableComponents() (map[stingray.Hash]InteractableComponent, error)
- func ParseInventoryComponents() (map[stingray.Hash]InventoryComponent, error)
- func ParseLoadoutPackageComponents() (map[stingray.Hash]LoadoutPackageComponent, error)
- func ParseLocalUnitComponents() (map[stingray.Hash]LocalUnitComponent, error)
- func ParseMaterialSwapComponents() (map[stingray.Hash]MaterialSwapComponent, error)
- func ParseMaterialVariablesComponents() (map[stingray.Hash]MaterialVariablesComponent, error)
- func ParseMeleeAttackComponents() (map[stingray.Hash]MeleeAttackComponent, error)
- func ParseMountComponents() (map[stingray.Hash]MountComponent, error)
- func ParseProjectileWeaponComponents() (map[stingray.Hash]ProjectileWeaponComponent, error)
- func ParseSeekingMissileComponents() (map[stingray.Hash]SeekingMissileComponent, error)
- func ParseSpottableComponents() (map[stingray.Hash]SpottableComponent, error)
- func ParseTagComponents() (map[stingray.Hash]TagComponent, error)
- func ParseTruthTransmitterFactionComponents() (map[stingray.Hash]TruthTransmitterFactionComponent, error)
- func ParseUnitComponents() (map[stingray.Hash]UnitComponent, error)
- func ParseUnitCustomizationComponents() (map[stingray.Hash]UnitCustomizationComponent, error)
- func ParseVisibilityMasks() (map[stingray.Hash]VisibilityMaskComponent, error)
- func ParseWeaponChargeComponents() (map[stingray.Hash]WeaponChargeComponent, error)
- func ParseWeaponCustomizationComponents(getResource GetResourceFunc, stringmap map[uint32]string) (map[stingray.Hash]WeaponCustomizationComponent, error)
- func ParseWeaponDataComponents() (map[stingray.Hash]WeaponDataComponent, error)
- func ParseWeaponHeatComponents() (map[stingray.Hash]WeaponHeatComponent, error)
- func ParseWeaponMagazineComponents() (map[stingray.Hash]WeaponMagazineComponent, error)
- func ParseWeaponReloadComponents() (map[stingray.Hash]WeaponReloadComponent, error)
- func ParseWeaponRoundsComponents() (map[stingray.Hash]WeaponRoundsComponent, error)
- func ParseWeaponWindUpComponents() (map[stingray.Hash]WeaponWindUpComponent, error)
- func ParseWieldableComponents() (map[stingray.Hash]WieldableComponent, error)
- func PatchComponent(componentType DLHash, componentData []byte, delta EntityDeltaSettings) ([]byte, error)
- type AbilityComponent
- type ActionSlideMovementInfo
- type ActiveEffectSetting
- type AnimationComponent
- type AnimationMergeOptions
- type AnimationVariable
- type ArcInfo
- type ArcWeaponComponent
- type ArmorSet
- type AttachableComponent
- type AvatarComponent
- type AvatarInputSettings
- type AvatarMovementHapticsSettings
- type AvatarWeatheringSettings
- type BeamInfo
- type BeamPrisms
- type BeamWeaponComponent
- type BehaviorComponent
- type Body
- type CameraShake
- type CameraShakeSettings
- type CharacterNameComponent
- type ChargeStateSetting
- type ClimbInfo
- type Component
- type ComponentDeltaSettings
- type ComponentEntityDeltaStorage
- type ComponentIndexData
- type ComponentModificationDelta
- type CustomizationKitBodyType
- type CustomizationKitPieceType
- type CustomizationKitRarity
- type CustomizationKitSlot
- type CustomizationKitType
- type CustomizationKitWeight
- type DLArray
- type DLBitfieldOrArrayLen
- type DLEnumDesc
- type DLEnumValueDesc
- type DLHash
- type DLHashLookup
- type DLInstance
- type DLInstanceHeader
- type DLMemberDesc
- type DLSubdata
- type DLSubdataHeader
- type DLType
- type DLTypeAtom
- type DLTypeDesc
- type DLTypeFlags
- type DLTypeLib
- type DLTypeLibHeader
- type DLTypeStorage
- type DLWidthDependentUInt32
- type DamageArmorAngles
- type DamageInfo
- type DamageSettings
- type DamageStatusEffectInfo
- type DamageableZone
- type DamageableZoneInfo
- type DangerWarningComponent
- type DecaySettings
- type DepositComponent
- type DetectionInfo
- type EffectReferenceComponent
- type EffectSetting
- type EffectSettingFlags
- type ElementDamage
- type EncyclopediaEntryComponent
- type EnemyPackageComponent
- type EnemyTagSwap
- type Entity
- type EntityDeltaSettings
- type EntityDeltaTypeData
- type EntitySettings
- type EnvironmentSettings
- type EquipmentComponent
- type ErrorComponent
- type ExertionLevelInfo
- type ExertionVoParams
- type ExplorationRewardComponent
- type ExplosionInfo
- type ExplosionInfoBitfield1
- func (e ExplosionInfoBitfield1) DisableDefaultSurfaceImpact() bool
- func (e ExplosionInfoBitfield1) DoKnockback() bool
- func (e ExplosionInfoBitfield1) IsHugeExplosion() bool
- func (e ExplosionInfoBitfield1) Item4() bool
- func (e ExplosionInfoBitfield1) LookForAudioSourceHijack() bool
- func (p ExplosionInfoBitfield1) MarshalJSON() ([]byte, error)
- type ExplosionInfoBitfield2
- type ExplosionInfoBitfieldStruct1
- type ExplosionInfoBitfieldStruct2
- type ExplosiveComponent
- type FactionComponent
- type GetResourceFunc
- type HashLookup
- type HealthComponent
- type HealthEventTrigger
- type HeatsinkOverrides
- type HelldiverCustomizationKit
- type HelldiverCustomizationPassiveBonusModifier
- type HelldiverCustomizationPassiveBonusModifierType
- type HelldiverCustomizationPassiveBonusSettings
- type HelldiverCustomizationStatModifier
- type HellpodComponent
- type HellpodPayloadComponent
- type HellpodRackComponent
- type HitZoneClassValues
- type HudMarkerTypeOverride
- type InteractZoneInfo
- type InteractableComponent
- type InventoryComponent
- type LevelGenerationPathSettings
- type LoadoutPackageComponent
- type LocalUnitComponent
- type MagazinePattern
- type MaterialSwap
- type MaterialSwapComponent
- type MaterialSwapSlot
- type MaterialVariableAnimation
- type MaterialVariableValue
- type MaterialVariables
- type MaterialVariablesComponent
- type MeleeAttackComponent
- type MountComponent
- type MountInfo
- type MoveInfo
- type MoveSpeeds
- type OpticSetting
- type ParticleEffectSetting
- type Piece
- type ProjectileInfo
- type ProjectileInfoBitfield1
- func (p ProjectileInfoBitfield1) Item0() bool
- func (p ProjectileInfoBitfield1) Item1() bool
- func (p ProjectileInfoBitfield1) Item2() bool
- func (p ProjectileInfoBitfield1) Item3() bool
- func (p ProjectileInfoBitfield1) Item4() bool
- func (p ProjectileInfoBitfield1) Item5() bool
- func (p ProjectileInfoBitfield1) Item6() bool
- func (p ProjectileInfoBitfield1) Item7() bool
- func (p ProjectileInfoBitfield1) Item8() bool
- func (p ProjectileInfoBitfield1) Item9() bool
- func (p ProjectileInfoBitfield1) Item10() bool
- func (p ProjectileInfoBitfield1) Item11() bool
- func (p ProjectileInfoBitfield1) Item12() bool
- func (p ProjectileInfoBitfield1) MarshalJSON() ([]byte, error)
- type ProjectileInfoBitfield2
- type ProjectileInfoBitfieldStruct1
- type ProjectileInfoBitfieldStruct2
- type ProjectileMultipliers
- type ProjectileWeaponComponent
- type RackAttach
- type RecoilComponentInfo
- type RecoilInfo
- type RecoilModifiers
- type SeekingMissileComponent
- type SeekingMissileDeviationSettings
- type SimpleAbilityComponent
- type SimpleActiveEffectSetting
- type SimpleAnimationComponent
- type SimpleAnimationVariable
- type SimpleArcWeaponComponent
- type SimpleAttachableComponent
- type SimpleAvatarComponent
- type SimpleAvatarMovementHapticsSettings
- type SimpleBeamWeaponComponent
- type SimpleCameraShake
- type SimpleCameraShakeSettings
- type SimpleCharacterNameComponent
- type SimpleDamageableZone
- type SimpleDamageableZoneInfo
- type SimpleDangerWarningComponent
- type SimpleDepositComponent
- type SimpleEffectReferenceComponent
- type SimpleEffectSetting
- type SimpleEncyclopediaEntryComponent
- type SimpleEnemyPackageComponent
- type SimpleEnemyTagSwap
- type SimpleEntity
- type SimpleEquipmentComponent
- type SimpleExertionLevelInfo
- type SimpleExertionVoParams
- type SimpleExplorationRewardComponent
- type SimpleExplosiveComponent
- type SimpleFactionComponent
- type SimpleHealthComponent
- type SimpleHealthEventTrigger
- type SimpleHeatsinkOverrides
- type SimpleHellpodComponent
- type SimpleHellpodRackComponent
- type SimpleHudMarkerTypeOverride
- type SimpleInteractZoneInfo
- type SimpleInteractableComponent
- type SimpleInventoryComponent
- type SimpleLoadoutPackageComponent
- type SimpleLocalUnitComponent
- type SimpleMagazinePattern
- type SimpleMaterialSwap
- type SimpleMaterialSwapComponent
- type SimpleMaterialSwapSlot
- type SimpleMaterialVariableAnimation
- type SimpleMaterialVariableValue
- type SimpleMaterialVariables
- type SimpleMaterialVariablesComponent
- type SimpleMountComponent
- type SimpleMountInfo
- type SimpleOpticSetting
- type SimpleParticleEffectSetting
- type SimpleProjectileWeaponComponent
- type SimpleRPM
- type SimpleRackAttach
- type SimpleSeekingMissileComponent
- type SimpleSeekingMissileDeviationSettings
- type SimpleSpawnUnitEffectSettings
- type SimpleSpottableComponent
- type SimpleSpreadInfo
- type SimpleStatusEffectTemplate
- type SimpleStatusEffectTimedSphericalTemplate
- type SimpleTagComponent
- type SimpleTruthTransmitterFactionComponent
- type SimpleUnitComponent
- type SimpleUnitCustomizationComponent
- type SimpleUnitCustomizationMaterialOverrides
- type SimpleUnitCustomizationSetting
- type SimpleUnitCustomizationSettings
- type SimpleUnitMaterialTuple
- type SimpleUnitNodeScale
- type SimpleVisibilityMaskComponent
- type SimpleVisibilityMaskInfo
- type SimpleVisibilityRandomization
- type SimpleWeaponCameraShakeInfo
- type SimpleWeaponCasingEffectInfo
- type SimpleWeaponChargeComponent
- type SimpleWeaponCustomizableItem
- type SimpleWeaponCustomizationComponent
- type SimpleWeaponCustomizationSettings
- type SimpleWeaponDataComponent
- type SimpleWeaponDefaultAttachment
- type SimpleWeaponFireModeFunction
- type SimpleWeaponHeatComponent
- type SimpleWeaponMagazineAnimEvent
- type SimpleWeaponMagazineComponent
- type SimpleWeaponMaterialOverride
- type SimpleWeaponReloadComponent
- type SimpleWeaponRoundsComponent
- type SimpleWeaponSlotCustomizationMaterials
- type SimpleWeaponTriggerSettings
- type SimpleWeaponWindUpComponent
- type SimpleWieldableComponent
- type SpawnAbility
- type SpawnUnitEffectSettings
- type SpottableComponent
- type SpreadInfo
- type SpreadModifiers
- type StatusEffectContinuousEffect
- type StatusEffectTemplate
- type StatusEffectTimedSphericalTemplate
- type SteepSlopeMovementInfo
- type StringsLookup
- type TagComponent
- type ThinHashLookup
- type ThrowInfo
- type TruthTransmitterFactionComponent
- type UnimplementedComponent
- type UnitComponent
- type UnitCustomizationCollectionCategoryType
- type UnitCustomizationCollectionType
- type UnitCustomizationComponent
- type UnitCustomizationMaterialOverrides
- type UnitCustomizationSetting
- type UnitCustomizationSettings
- type UnitData
- type UnitMaterialTuple
- type UnitNodeScale
- type UnitSkinOverride
- type UnitSkinOverrideGroup
- type UnknownChargeStruct
- type VisibilityMaskComponent
- type VisibilityMaskInfo
- type VisibilityRandomization
- type WeaponCameraShakeInfo
- type WeaponCasingEffectInfo
- type WeaponChargeComponent
- type WeaponCustomizableItem
- type WeaponCustomizationComponent
- type WeaponCustomizationSettings
- type WeaponDataComponent
- type WeaponDefaultAttachment
- type WeaponFireModeFunction
- type WeaponFunctionInfo
- type WeaponHeatBuildup
- type WeaponHeatComponent
- type WeaponMagazineAnimEvent
- type WeaponMagazineComponent
- type WeaponMaterialOverride
- type WeaponReloadComponent
- type WeaponRoundsAmmoInfo
- type WeaponRoundsAmmoType
- type WeaponRoundsComponent
- type WeaponSlotCustomizationMaterials
- type WeaponStatModifierSetting
- type WeaponTriggerSettings
- type WeaponWindUpComponent
- type WieldableComponent
- type WoundedState
Constants ¶
View Source
const BitsPerWord = 32 << (^uint(0) >> 63)
Variables ¶
View Source
var DLHashesToStrings map[DLHash]string
Functions ¶
func GetWeaponCustomizationComponentDataForHash ¶ added in v0.7.2
func LoadArcSettings ¶ added in v0.7.13
func LoadArcSettings(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) ([][]ArcInfo, error)
func LoadArmorSetDefinitions ¶
func LoadArmorSetDefinitions(strings map[uint32]string, passives map[uint32]HelldiverCustomizationPassiveBonusSettings) (map[stingray.Hash]ArmorSet, error)
Map of archive hash to armor set
func LoadBeamSettings ¶ added in v0.7.13
func LoadBeamSettings(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) ([][]BeamInfo, error)
func LoadExplosionSettings ¶ added in v0.7.13
func LoadExplosionSettings(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) ([][]ExplosionInfo, error)
func LoadPassiveBonusDefinitions ¶ added in v0.7.13
func LoadPassiveBonusDefinitions(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) (map[uint32]HelldiverCustomizationPassiveBonusSettings, error)
func ParseAbilityComponents ¶ added in v0.7.11
func ParseAbilityComponents() (map[stingray.Hash]AbilityComponent, error)
func ParseAnimationComponents ¶ added in v0.7.2
func ParseAnimationComponents() (map[stingray.Hash]AnimationComponent, error)
func ParseArcWeaponComponents ¶ added in v0.7.2
func ParseArcWeaponComponents() (map[stingray.Hash]ArcWeaponComponent, error)
func ParseAttachableComponents ¶ added in v0.7.6
func ParseAttachableComponents() (map[stingray.Hash]AttachableComponent, error)
func ParseAvatarComponents ¶ added in v0.7.5
func ParseAvatarComponents() (map[stingray.Hash]AvatarComponent, error)
func ParseBeamWeaponComponents ¶ added in v0.7.2
func ParseBeamWeaponComponents() (map[stingray.Hash]BeamWeaponComponent, error)
func ParseBehaviorComponents ¶ added in v0.7.11
func ParseBehaviorComponents() (map[stingray.Hash]BehaviorComponent, error)
func ParseCharacterNameComponents ¶ added in v0.7.3
func ParseCharacterNameComponents() (map[stingray.Hash]CharacterNameComponent, error)
func ParseComponentIndices ¶ added in v0.7.1
func ParseDangerWarningComponents ¶ added in v0.7.6
func ParseDangerWarningComponents() (map[stingray.Hash]DangerWarningComponent, error)
func ParseDepositComponents ¶ added in v0.7.6
func ParseDepositComponents() (map[stingray.Hash]DepositComponent, error)
func ParseEffectReferenceComponents ¶ added in v0.7.13
func ParseEffectReferenceComponents() (map[stingray.Hash]EffectReferenceComponent, error)
func ParseEncyclopediaEntryComponents ¶ added in v0.7.13
func ParseEncyclopediaEntryComponents() (map[stingray.Hash]EncyclopediaEntryComponent, error)
func ParseEnemyPackageComponents ¶ added in v0.7.3
func ParseEnemyPackageComponents() (map[stingray.Hash]EnemyPackageComponent, error)
func ParseEntityComponentSettings ¶ added in v0.7.2
func ParseEquipmentComponents ¶ added in v0.7.6
func ParseEquipmentComponents() (map[stingray.Hash]EquipmentComponent, error)
func ParseExplorationRewardComponents ¶ added in v0.7.11
func ParseExplorationRewardComponents() (map[stingray.Hash]ExplorationRewardComponent, error)
func ParseExplosiveComponents ¶ added in v0.7.13
func ParseExplosiveComponents() (map[stingray.Hash]ExplosiveComponent, error)
func ParseFactionComponents ¶ added in v0.7.6
func ParseFactionComponents() (map[stingray.Hash]FactionComponent, error)
func ParseHealthComponents ¶ added in v0.7.2
func ParseHealthComponents() (map[stingray.Hash]HealthComponent, error)
func ParseHealthComponentsArray ¶ added in v0.7.2
func ParseHealthComponentsArray() ([]ComponentIndexData, []HealthComponent, error)
func ParseHellpodComponents ¶ added in v0.7.6
func ParseHellpodComponents() (map[stingray.Hash]HellpodComponent, error)
func ParseHellpodPayloadComponents ¶ added in v0.7.6
func ParseHellpodPayloadComponents() (map[stingray.Hash]HellpodPayloadComponent, error)
func ParseHellpodRackComponents ¶ added in v0.7.6
func ParseHellpodRackComponents() (map[stingray.Hash]HellpodRackComponent, error)
func ParseInteractableComponents ¶ added in v0.7.11
func ParseInteractableComponents() (map[stingray.Hash]InteractableComponent, error)
func ParseInventoryComponents ¶ added in v0.7.6
func ParseInventoryComponents() (map[stingray.Hash]InventoryComponent, error)
func ParseLoadoutPackageComponents ¶ added in v0.7.6
func ParseLoadoutPackageComponents() (map[stingray.Hash]LoadoutPackageComponent, error)
func ParseLocalUnitComponents ¶ added in v0.7.2
func ParseLocalUnitComponents() (map[stingray.Hash]LocalUnitComponent, error)
func ParseMaterialSwapComponents ¶ added in v0.7.6
func ParseMaterialSwapComponents() (map[stingray.Hash]MaterialSwapComponent, error)
func ParseMaterialVariablesComponents ¶ added in v0.7.6
func ParseMaterialVariablesComponents() (map[stingray.Hash]MaterialVariablesComponent, error)
func ParseMeleeAttackComponents ¶ added in v0.7.2
func ParseMeleeAttackComponents() (map[stingray.Hash]MeleeAttackComponent, error)
func ParseMountComponents ¶ added in v0.7.6
func ParseMountComponents() (map[stingray.Hash]MountComponent, error)
func ParseProjectileWeaponComponents ¶ added in v0.7.2
func ParseProjectileWeaponComponents() (map[stingray.Hash]ProjectileWeaponComponent, error)
func ParseSeekingMissileComponents ¶ added in v0.7.6
func ParseSeekingMissileComponents() (map[stingray.Hash]SeekingMissileComponent, error)
func ParseSpottableComponents ¶ added in v0.7.6
func ParseSpottableComponents() (map[stingray.Hash]SpottableComponent, error)
func ParseTagComponents ¶ added in v0.7.6
func ParseTagComponents() (map[stingray.Hash]TagComponent, error)
func ParseTruthTransmitterFactionComponents ¶ added in v0.7.13
func ParseTruthTransmitterFactionComponents() (map[stingray.Hash]TruthTransmitterFactionComponent, error)
func ParseUnitComponents ¶ added in v0.7.2
func ParseUnitComponents() (map[stingray.Hash]UnitComponent, error)
func ParseUnitCustomizationComponents ¶ added in v0.7.1
func ParseUnitCustomizationComponents() (map[stingray.Hash]UnitCustomizationComponent, error)
func ParseVisibilityMasks ¶
func ParseVisibilityMasks() (map[stingray.Hash]VisibilityMaskComponent, error)
func ParseWeaponChargeComponents ¶ added in v0.7.2
func ParseWeaponChargeComponents() (map[stingray.Hash]WeaponChargeComponent, error)
func ParseWeaponCustomizationComponents ¶ added in v0.7.2
func ParseWeaponCustomizationComponents(getResource GetResourceFunc, stringmap map[uint32]string) (map[stingray.Hash]WeaponCustomizationComponent, error)
func ParseWeaponDataComponents ¶ added in v0.7.2
func ParseWeaponDataComponents() (map[stingray.Hash]WeaponDataComponent, error)
func ParseWeaponHeatComponents ¶ added in v0.7.2
func ParseWeaponHeatComponents() (map[stingray.Hash]WeaponHeatComponent, error)
func ParseWeaponMagazineComponents ¶ added in v0.7.2
func ParseWeaponMagazineComponents() (map[stingray.Hash]WeaponMagazineComponent, error)
func ParseWeaponReloadComponents ¶ added in v0.7.2
func ParseWeaponReloadComponents() (map[stingray.Hash]WeaponReloadComponent, error)
func ParseWeaponRoundsComponents ¶ added in v0.7.2
func ParseWeaponRoundsComponents() (map[stingray.Hash]WeaponRoundsComponent, error)
func ParseWeaponWindUpComponents ¶ added in v0.7.10
func ParseWeaponWindUpComponents() (map[stingray.Hash]WeaponWindUpComponent, error)
func ParseWieldableComponents ¶ added in v0.7.8
func ParseWieldableComponents() (map[stingray.Hash]WieldableComponent, error)
func PatchComponent ¶ added in v0.7.2
func PatchComponent(componentType DLHash, componentData []byte, delta EntityDeltaSettings) ([]byte, error)
Types ¶
type AbilityComponent ¶ added in v0.7.11
type AbilityComponent struct {
SpawnAbilities [4]SpawnAbility // Ability to play if spawned with the corresponding job (AiJob_Count)
}
func (AbilityComponent) ToSimple ¶ added in v0.7.11
func (a AbilityComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type ActionSlideMovementInfo ¶ added in v0.7.5
type ActionSlideMovementInfo struct {
SlideFlatDuration float32 `json:"slide_flat_duration"` // The exit duration when sliding on flat ground
SlideFlatSpeed float32 `json:"slide_flat_speed"` // The speed when sliding on flat ground
SlideUphillDuration float32 `json:"slide_uphill_duration"` // The exit duration when sliding into max uphill slopes
SlideUphillSpeed float32 `json:"slide_uphill_speed"` // The speed when sliding into uphill slopes
SlideDownhillDuration float32 `json:"slide_downhill_duration"` // The exit duration when sliding down max downhill slopes
SlideDownhillSpeed float32 `json:"slide_downhill_speed"` // The speed when sliding down downhill slopes
}
type ActiveEffectSetting ¶ added in v0.7.2
type ActiveEffectSetting struct {
ID stingray.ThinHash // [string]Identifier for this effect, used when playing effects from behavior
StartEnabled uint8 // [bool]If true, effect is triggered on spawn
Effect EffectSetting // Particle effect to play while the entity lives and is destroyed on death.
// contains filtered or unexported fields
}
func (ActiveEffectSetting) ToSimple ¶ added in v0.7.2
func (a ActiveEffectSetting) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup) SimpleActiveEffectSetting
type AnimationComponent ¶ added in v0.7.2
type AnimationComponent struct {
MergeOptions AnimationMergeOptions // Animation merge options (or animation sharing options).
Variables [8]AnimationVariable // Information about any variables to be set when spawning the animated entity.
HotjoinSyncAnimationTime uint8 // [bool]If set, the time into the current animation is also synced. Useful for long animations, such as the dropship sequence.
IgnoreInvisibileUnitsForLods uint8 // [bool]If set, invisible units are ignored for the OOBB used to select LOD steps.
// contains filtered or unexported fields
}
func (AnimationComponent) ToSimple ¶ added in v0.7.2
func (w AnimationComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type AnimationMergeOptions ¶ added in v0.7.2
type AnimationMergeOptions struct {
MaxStartTime float32 `json:"max_start_time"` // Sets the maximum time into an animation that we can start, in seconds. If a value of `0.2` is set, it means that if we can find any existing player playing this animation that has played for 0-0.2 seconds, then we will reuse that player instead of creating a new one. The animation will jump to the position where that player is, instead of starting at t=0. The default is `0`, which allows animation evaluations to be merged only if they began in the same frame.
MaxDrift float32 `json:"max_drift"` // Controls how much the displayed animation time is allowed to drift from the actual animation time. If two animations that are sharing a player are played with different speeds, they will eventually drift apart. At some point the animations will be considered too different and the evaluator will be split in two. This parameter controls when that happens. A value of `0.2` means that if the animations differs more than 0.2 seconds, the evaluator will be split.
ClockFidelity float32 `json:"clock_fidelity"` // This controls how much the animation will respect the set playing speed. By slightly changing the playing speed of an animation, the animation player can prevent two playing animations from drifting apart and thus forcing a split of the evaluators. A clock fidelity of `0.9` means that the speed will be within 90% of what has been requested: i.e. it is allowed to change by 10 percent. The default value of `1.0` means that the speed will be exactly what has been requested.
}
type AnimationVariable ¶ added in v0.7.2
type ArcInfo ¶ added in v0.7.13
type ArcInfo struct {
Type enum.ArcType `json:"type"`
Speed float32 `json:"speed"`
Distance float32 `json:"distance"`
DistanceAtMaxAngleSpread float32 `json:"distance_at_max_angle_spread"`
DistanceAtMaxAngleSpreadFirstShot float32 `json:"distance_at_max_angle_spread_first_shot"`
MaxAngleSpread float32 `json:"max_angle_spread"`
MaxAngleSpreadFirstShot float32 `json:"max_angle_spread_first_shot"`
MaxChainLength uint32 `json:"max_chain_length"`
MaxChainSplit uint32 `json:"max_chain_split"`
DamageInfoType enum.DamageInfoType `json:"damage_info_type"`
CameraShakePath string `json:"camera_shake_path"` // [camera_shake]
ParticleEffectPath string `json:"particle_effect_path"` // [particles]
ParticleLingerTime float32 `json:"particle_linger_time"`
ExplosionEffectPath string `json:"explosion_effect_path"` // [particles]
HitEffectDamageType enum.HitEffectDamageType `json:"hit_effect_damage_type"`
HitAudioEvent uint32 `json:"hit_audio_event"`
BeamPath string `json:"beam_path"` // [unit]
UnkInt1 uint32 `json:"unk_int1"`
UnkBool bool `json:"unk_bool"`
UnkInt2 uint32 `json:"unk_int2"`
}
type ArcWeaponComponent ¶ added in v0.7.2
type ArcWeaponComponent struct {
Type enum.ArcType // Type of arc it fires
RoundsPerMinute float32 // Rounds per minute depending on weapon setting.
InfiniteAmmo uint8 // [bool]True if this projectile weapon can never run out of ammo.
RPCSyncedFireEvents uint8 // [bool]ONLY USE FOR SINGLE-FIRE/SLOW FIRING WEAPONS. Primarily useful for sniper rifles, explosive one-shots etc. that need the firing event to be highly accurately synced!
FireSingleAudioEvent stingray.ThinHash // [wwise]The audio event to trigger when doing single-fire (if we don't have looping sounds).
UnknownHash stingray.ThinHash // Unknown, name length 27
FireFailAudioEvent stingray.ThinHash // [wwise]The audio event to trigger when the arc fails to hit anything on the first shot.
HapticsFireSingleAudioEvent stingray.ThinHash // [wwise]The audio event to trigger when doing single-fire (if we don't have looping sounds).
FireSourceNode stingray.ThinHash // [string]The node to play the firing audio events at.
OnRoundFiredShakes WeaponCameraShakeInfo // Settings for local and in-world camera shakes to play on every round fired.
MuzzleFlash stingray.Hash // [particles]Particle effect of the muzzle flash, played on attach_muzzle.
MuzzleFlashFail stingray.Hash // [particles]Particle effect of the muzzle flash, when the arc weapon fails to hit, played on attach_muzzle.
// contains filtered or unexported fields
}
func (ArcWeaponComponent) ToSimple ¶ added in v0.7.2
func (a ArcWeaponComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type ArmorSet ¶
type ArmorSet struct {
Id uint32
DlcId uint32
SetId uint32
Name string
Description string
Rarity CustomizationKitRarity
Passive *HelldiverCustomizationPassiveBonusSettings
Type CustomizationKitType
Archive stingray.Hash
UnitMetadata map[stingray.Hash]UnitData
}
func LoadArmorSetArray ¶ added in v0.7.13
type AttachableComponent ¶ added in v0.7.6
type AttachableComponent struct {
DynamicActor stingray.ThinHash // [string]Name of the dynamic actor that should be disabled when attached and enabled when dropped.
AttachedDynamicActor stingray.ThinHash // [string]Name of the dynamic actor that should be enabled when attached and disabled when dropped.
UseAllDynamicActors uint8 // [bool]True if all dynamic actors should be disabled when attached and enabled when dropped.
Offset mgl32.Vec3 // If set, this offset is applied on top of any other offsets when attaching the entity.
RotationOffset mgl32.Vec3 // If set, this rotation (in angles) is applied on top of any other offsets when attaching the entity.
OffsetNode stingray.ThinHash // [string]If specified, the local space position and rotation of the node relative to the unit root will be added to the offset when attaching.
AttachAnim stingray.ThinHash // [string]Animation to play when attaching.
ParentAttachAnim stingray.ThinHash // [string]Animation to play on the parent when attaching.
DetachAnim stingray.ThinHash // [string]Animation to play when detaching.
ParentDetachAnim stingray.ThinHash // [string]Animation to play on the parent when detaching.
AffectScale uint8 // [bool]This should only be applied to main entities that will attach to something in the world, like hellpods.
IgnoreWeaponDamageForParent uint8 // [bool]This variable will decide if we should be able to damage our parent with our weapons.
InheritAngularMomentum uint8 // [bool]Should this attachable inherit angular momentum?
UnknownBool1 uint8 // [bool]Unknown, name length 21
UnknownBool2 uint8 // [bool]Unknown, name length 24
UnknownBool3 uint8 // [bool]Unknown, name length 24
// contains filtered or unexported fields
}
func (AttachableComponent) ToSimple ¶ added in v0.7.6
func (w AttachableComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type AvatarComponent ¶ added in v0.7.5
type AvatarComponent struct {
InputInfo AvatarInputSettings // Contains information about avatar input handling
MovementInfo MoveInfo // Contains information about avatar movement
SteepSlopeMovement SteepSlopeMovementInfo // Contains information about avatar movement in steep slopes
SlideMovementInfo ActionSlideMovementInfo // Contains information about the avatar action slide
ClimbInformation ClimbInfo // Contains information about avatar climbing behaviour
ShortThrowInfo ThrowInfo // Contains information about throwing stuff underhand.
LongThrowInfo ThrowInfo // Contains information about throwing stuff overhand.
DetectInfo DetectionInfo // Contains information about stealth and being detected.
WeatheringSettings AvatarWeatheringSettings // Contains information about how fast dirt and wear and tear is added to the avatar.
MovementHaptics AvatarMovementHapticsSettings // Contains information about the avatar's movement haptics.
ExertionLevels [8]ExertionLevelInfo // The different levels of exertion levels.
ExertionVoiceOverParams ExertionVoParams // Different VO Events
HealSelfDuration float32 // The duration in seconds it takes to heal yourself.
HealSelfDecayWaitTime float32 // The duration in seconds to wait before starting to decaying healing progress.
HealSelfDecayRate float32 // The rate at which your healing progress decays if not healing.
HealSelfCancelDamageAmount float32 // The amount of damage you take for cancelling healing.
RagdollDamageVelocityLower float32 // The lower value at which our limbs deal ragdoll damage.
RagdollDamageVelocityUpper float32 // The upper value at which our limbs deal ragdoll damage.
RagdollDamageMin float32 // The lowest amount of ragdoll damage we deal.
RagdollDamageMax float32 // The highest amount of ragdoll damage we deal.
RagdollDamageSnowModifier float32 // The modifier which we decrease ragdoll damage in snow by.
MinAimDuration float32 // Time it takes to aim at max ergonomics level
MaxAimDuration float32 // Time it takes to aim at min ergonomics level
MinFireReadyDuration float32 // Time it takes to get ready to fire a shot at max ergonomics level
MaxFireReadyDuration float32 // Time it takes to get ready to fire a shot at min ergonomics level
TauntTimeBeforeDrain float32 // Time it takes for the taunt probability to start draining
TauntDrainPerSecond float32 // How much of the taunt probability we drain per second
TauntOnTriggerProbabilityMul float32 // By how much do we multiply the probability upon a successful taunt?
TauntCooldownTimer float32
}
func (AvatarComponent) ToSimple ¶ added in v0.7.5
func (w AvatarComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type AvatarInputSettings ¶ added in v0.7.5
type AvatarInputSettings struct {
HoldStanceButtonTimeForProne float32 `json:"hold_stance_button_time_for_prone"` // The time needed to hold down the Switch Stance button until prone is toggled
}
type AvatarMovementHapticsSettings ¶ added in v0.7.5
type AvatarMovementHapticsSettings struct {
LeftSprinting stingray.ThinHash // [wwise]Left sprinting haptic
RightSprinting stingray.ThinHash // [wwise]Right sprinting haptic
LeftJogging stingray.ThinHash // [wwise]Left jogging haptic
RightJogging stingray.ThinHash // [wwise]Right jogging haptic
LeftWalking stingray.ThinHash // [wwise]Left walking haptic
RightWalking stingray.ThinHash // [wwise]Right walking haptic
LeftCrouching stingray.ThinHash // [wwise]Left crouching haptic
RightCrouching stingray.ThinHash // [wwise]Right crouching haptic
LeftCrawling stingray.ThinHash // [wwise]Left crawling haptic
RightCrawling stingray.ThinHash // [wwise]Right crawling haptic
}
type AvatarWeatheringSettings ¶ added in v0.7.5
type AvatarWeatheringSettings struct {
MoveSpeedRequirement float32 `json:"move_speed_requirement"` // Start adding dirt after moving at this speed.
DirtSpeedStanding float32 `json:"dirt_speed_standing"` // How dirty to get while moving standing up.
DirtSpeedCrouching float32 `json:"dirt_speed_crouching"` // How dirty to get while crouch moving.
DirtSpeedProne float32 `json:"dirt_speed_prone"` // How dirty to get while crawling around.
DirtSpeedSliding float32 `json:"dirt_speed_sliding"` // How dirty to get while sliding.
}
type BeamInfo ¶ added in v0.7.13
type BeamInfo struct {
Type enum.BeamType `json:"type"`
Radius float32 `json:"radius"`
Length float32 `json:"length"`
DamageInfoType enum.DamageInfoType `json:"damage_info_type"`
FocalShoulderWidth float32 `json:"focal_shoulder_width"`
DecalSize float32 `json:"decal_size"`
SurfaceImpactType enum.SurfaceImpactType `json:"surface_impact_type"`
BeamEffectPath string `json:"beam_effect_path"` // [particles]
FalloffEffectPath string `json:"falloff_effect_path"` // [particles]
BeamUnitPath string `json:"beam_unit_path"` // [unit]
AudioTrail uint32 `json:"audio_trail"`
AudioTrailStop uint32 `json:"audio_trail_stop"`
RaycastTemplate enum.RaycastTemplate `json:"raycast_template"`
OverlapBeamQuery string `json:"overlap_beam_query"`
EffectDamageType enum.HitEffectDamageType `json:"effect_damage_type"`
UnkFloat float32 `json:"unk_float"` // name length 18
ExplosionType enum.ExplosionType `json:"explosion_type"`
UnkBool bool `json:"unk_bool"` // name length 27
DangerLevel enum.DangerLevel `json:"danger_level"`
}
type BeamPrisms ¶ added in v0.7.2
type BeamWeaponComponent ¶ added in v0.7.2
type BeamWeaponComponent struct {
Type enum.BeamType // Type of beam it fires.
Prisms BeamPrisms // Beam Prism Settings for weapons with the weapon function.
ScopeCrosshair mgl32.Vec2 // Crosshair position on screen in [-1, 1] range.
FocalDistances mgl32.Vec3 // The focal distances of the weapon's lens
UseFirenodePose float32
UseMidiEventSystem uint8 // [bool]Fire event will be posted using Wwise's MIDI system as a MIDI sequence (cannot be paused/resumed).
MidiTimingRandomization mgl32.Vec2 // Events posted during the MIDI sequence will have a random time offset, measured in milliseconds.
MidiStopDelay float32 // A delay for when to notify Wwise that the MIDI sequence has stopped, measured in milliseconds.
FireLoopStartAudioEvent stingray.ThinHash // [wwise] The looping audio event to start when starting to fire.
FireLoopStopAudioEvent stingray.ThinHash // [wwise] The looping audio event to play when stopping fire.
FireSingleAudioEvent stingray.ThinHash // [wwise]The audio event to trigger when doing single-fire (if we don't have looping sounds).
UnkAudioEvent stingray.ThinHash // name length 27
MuzzleFlash stingray.Hash // [particles]Muzzle flash effect
NoiseTimer float32 // How often does the weapon make noise?
FireSourceNode stingray.ThinHash // [string]The node to play the firing audio events at.
DryFireAudioEvent stingray.ThinHash // [wwise]The wwise sound id to play when dry firing.
DryFireRepeatAudioEvent stingray.ThinHash // [wwise]The wwise sound id to play when repeatedly dry firing.
OnFireStartedWielderAnimEvent stingray.ThinHash // [string]Animation event to trigger on the wielder when we start firing.
OnFireStoppedWielderAnimEvent stingray.ThinHash // [string]Animation event to trigger on the wielder when we stop firing.
UnkBool uint8 // name length 19
UnkInt int32 // name length 16
UnkInt2 int32 // name length 19
// contains filtered or unexported fields
}
func (BeamWeaponComponent) ToSimple ¶ added in v0.7.2
func (b BeamWeaponComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type BehaviorComponent ¶ added in v0.7.11
type BehaviorComponent struct {
BehaviorId enum.BehaviorId `json:"behavior_id"` // Id of behavior to use.
TaskCooldown float32 `json:"task_cooldown"` // time before a task can be used again
TaskUser enum.TaskUser `json:"task_user"` // Which task user I am. Will decide which tasks I will be able to take.
}
func (BehaviorComponent) ToSimple ¶ added in v0.7.11
func (w BehaviorComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type Body ¶
type Body struct {
Type CustomizationKitBodyType
Unk00 uint32
PiecesAddress int64
PiecesCount int64
}
type CameraShake ¶ added in v0.7.13
type CameraShakeSettings ¶ added in v0.7.13
type CameraShakeSettings struct {
ID stingray.ThinHash // [string]The id of this effect. Referenced when playing/stopping this particle effect.
Settings CameraShake // Camera shake settings.
OnDestroy enum.UnitEffectOrphanStrategy // The strategy on how to handle the camera shake when this entity is destroyed.
OnReplace enum.UnitEffectOrphanStrategy // The strategy on how to handle the camera shake when this entity is trying to play an effect that already exists.
OnDeath enum.UnitEffectOrphanStrategy // The strategy on how to handle the camera shake when this entity dies.
// contains filtered or unexported fields
}
func (CameraShakeSettings) ToSimple ¶ added in v0.7.13
func (w CameraShakeSettings) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) SimpleCameraShakeSettings
type CharacterNameComponent ¶ added in v0.7.3
type CharacterNameComponent struct {
Race enum.RaceType // Must not be none if the name should be selected from random templates.
RandomNameTemplate stingray.ThinHash // [string]If not empty, use a random name from the name list and insert it into the NAME localization variable of the template.
CharacterName uint32 // [string]The localization string identifier of the character name, as displayed in subtitles.
UsePersistentSeed uint8 // [bool]If set, this character uses a predictable seed based on peer id. This is most useful for ship characters.
// contains filtered or unexported fields
}
func (CharacterNameComponent) ToSimple ¶ added in v0.7.3
func (w CharacterNameComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type ChargeStateSetting ¶ added in v0.7.2
type ChargeStateSetting struct {
ChargeTime float32 `json:"charge_time"`
ProjType enum.ProjectileType `json:"projectile_type"`
ProjectileParticle stingray.Hash `json:"projectile_particle"`
UnknownThinHash stingray.ThinHash `json:"unknown"` // 17 chars long name
// contains filtered or unexported fields
}
type ClimbInfo ¶ added in v0.7.5
type ClimbInfo struct {
StartOffset mgl32.Vec3 `json:"start_offset"` // Offset from root to climb point/ledge at the time we attach to it
ClimbOffset mgl32.Vec3 `json:"climb_offset"` // Offset from root to climb point/ledge at the time we reach hanging
MinHeightFalling float32 `json:"min_height_falling"` // Min height falling
MaxHeight mgl32.Vec2 `json:"max_height"` // Max height of an obstacle to be able to perform a climb (from gound and from air)
MaxForwardDistance mgl32.Vec2 `json:"max_forward_distance"` // Max forward distance (from gound and from air)
ForwardStartCheckDistancePerMeterPerSecond float32 `json:"forward_start_check_distance_per_meter_per_second"` // Distance forward per m/s movement speed to add to the minimum check distance
MaxAutoStepUpHeight float32 `json:"max_auto_step_up_height"` // Indicates the maximun height with which we can trigger an auto step up climb.
AutoStepUpCooldown float32 `json:"auto_step_up_cooldown"` // Indicates how much cooldown between auto step ups triggers we should have.
ClimbRefInterpolationSpeed float32 `json:"climb_ref_interpolation_speed"` // climb reference interpolation speed
}
type Component ¶ added in v0.7.2
type Component interface {
ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
}
type ComponentDeltaSettings ¶ added in v0.7.1
type ComponentDeltaSettings struct {
ComponentIndex uint32 `json:"component_index"`
Deltas []ComponentModificationDelta `json:"deltas,omitempty"`
}
type ComponentEntityDeltaStorage ¶ added in v0.7.1
type ComponentEntityDeltaStorage map[stingray.Hash]EntityDeltaSettings
func ParseEntityDeltas ¶ added in v0.7.1
func ParseEntityDeltas() (ComponentEntityDeltaStorage, error)
type ComponentIndexData ¶
type ComponentModificationDelta ¶ added in v0.7.1
type CustomizationKitBodyType ¶
type CustomizationKitBodyType uint32
const ( BodyTypeStocky CustomizationKitBodyType = 0 BodyTypeSlim CustomizationKitBodyType = 1 BodyTypeUnk CustomizationKitBodyType = 2 BodyTypeAny CustomizationKitBodyType = 3 )
func (CustomizationKitBodyType) MarshalText ¶ added in v0.7.13
func (p CustomizationKitBodyType) MarshalText() ([]byte, error)
func (CustomizationKitBodyType) String ¶
func (b CustomizationKitBodyType) String() string
type CustomizationKitPieceType ¶
type CustomizationKitPieceType uint32
const ( TypeArmor CustomizationKitPieceType = 0 TypeUndergarment CustomizationKitPieceType = 1 TypeAccessory CustomizationKitPieceType = 2 )
func (CustomizationKitPieceType) MarshalText ¶ added in v0.7.13
func (p CustomizationKitPieceType) MarshalText() ([]byte, error)
func (CustomizationKitPieceType) String ¶
func (b CustomizationKitPieceType) String() string
type CustomizationKitRarity ¶
type CustomizationKitRarity uint32
const ( RarityCommon CustomizationKitRarity = 0 // Not really sure if this is the name, but w/e RarityUncommon CustomizationKitRarity = 1 RarityHeroic CustomizationKitRarity = 2 )
func (CustomizationKitRarity) MarshalText ¶ added in v0.7.13
func (p CustomizationKitRarity) MarshalText() ([]byte, error)
func (CustomizationKitRarity) String ¶
func (v CustomizationKitRarity) String() string
type CustomizationKitSlot ¶
type CustomizationKitSlot uint32
const ( SlotHelmet CustomizationKitSlot = 0 SlotCape CustomizationKitSlot = 1 SlotTorso CustomizationKitSlot = 2 SlotHips CustomizationKitSlot = 3 SlotLeftLeg CustomizationKitSlot = 4 SlotRightLeg CustomizationKitSlot = 5 SlotLeftArm CustomizationKitSlot = 6 SlotRightArm CustomizationKitSlot = 7 SlotLeftShoulder CustomizationKitSlot = 8 SlotRightShoulder CustomizationKitSlot = 9 )
func (CustomizationKitSlot) MarshalText ¶ added in v0.7.13
func (p CustomizationKitSlot) MarshalText() ([]byte, error)
func (CustomizationKitSlot) String ¶
func (b CustomizationKitSlot) String() string
type CustomizationKitType ¶
type CustomizationKitType uint32
const ( KitArmor CustomizationKitType = 0 KitHelmet CustomizationKitType = 1 KitCape CustomizationKitType = 2 )
func (CustomizationKitType) MarshalText ¶ added in v0.7.13
func (p CustomizationKitType) MarshalText() ([]byte, error)
func (CustomizationKitType) String ¶
func (v CustomizationKitType) String() string
type CustomizationKitWeight ¶
type CustomizationKitWeight uint32
const ( WeightLight CustomizationKitWeight = 0 WeightMedium CustomizationKitWeight = 1 WeightHeavy CustomizationKitWeight = 2 )
func (CustomizationKitWeight) MarshalText ¶ added in v0.7.13
func (p CustomizationKitWeight) MarshalText() ([]byte, error)
func (CustomizationKitWeight) String ¶
func (b CustomizationKitWeight) String() string
type DLBitfieldOrArrayLen ¶
type DLBitfieldOrArrayLen uint16
func (DLBitfieldOrArrayLen) GetArrayLen ¶
func (b DLBitfieldOrArrayLen) GetArrayLen() uint16
func (DLBitfieldOrArrayLen) GetBits ¶
func (b DLBitfieldOrArrayLen) GetBits() uint8
func (DLBitfieldOrArrayLen) GetOffset ¶
func (b DLBitfieldOrArrayLen) GetOffset() uint8
func (DLBitfieldOrArrayLen) MarshalJSON ¶
func (b DLBitfieldOrArrayLen) MarshalJSON() ([]byte, error)
type DLEnumDesc ¶
type DLEnumDesc struct {
Name string `json:"name"`
NameOffset uint32 `json:"name_offset"`
Flags DLTypeFlags `json:"flags"`
Storage DLTypeStorage `json:"storage"`
Values []DLEnumValueDesc `json:"values"`
}
type DLEnumValueDesc ¶
type DLHashLookup ¶ added in v0.7.2
type DLInstance ¶
type DLInstance struct {
DLInstanceHeader
Data []byte
}
type DLInstanceHeader ¶
type DLMemberDesc ¶
type DLMemberDesc struct {
Name string `json:"name"`
NameOffset uint32 `json:"name_offset"`
Comment string `json:"comment,omitempty"`
Type DLType `json:"type_flags"`
TypeID DLHash `json:"type"`
Size uint32 `json:"size"`
Alignment uint32 `json:"alignment"`
Offset uint32 `json:"offset"`
DefaultValue []uint8 `json:"-"`
Flags DLTypeFlags `json:"flags"`
}
type DLSubdata ¶
type DLSubdata struct {
DLSubdataHeader
Data []byte
}
type DLSubdataHeader ¶
type DLType ¶
type DLType struct {
Atom DLTypeAtom `json:"atom"`
Storage DLTypeStorage `json:"storage"`
BitfieldInfoOrArrayLen DLBitfieldOrArrayLen `json:"union_arrayinfo_bfinfo"`
}
type DLTypeAtom ¶
type DLTypeAtom uint8
const ( POD DLTypeAtom = iota ARRAY INLINE_ARRAY BITFIELD ATOM_CNT )
func (DLTypeAtom) MarshalText ¶
func (atom DLTypeAtom) MarshalText() ([]byte, error)
func (DLTypeAtom) String ¶
func (i DLTypeAtom) String() string
type DLTypeDesc ¶
type DLTypeDesc struct {
Name string `json:"name"`
NameOffset uint32 `json:"name_offset"`
Flags DLTypeFlags `json:"flags"`
Size uint32 `json:"size"`
Alignment uint32 `json:"alignment"`
Members []DLMemberDesc `json:"members,omitempty"`
Comment string `json:"comment,omitempty"`
CommentOffset uint32 `json:"comment_offset,omitzero"`
}
type DLTypeFlags ¶
type DLTypeFlags uint32
4 bytes for alignment purposes
func (DLTypeFlags) HasSubdata ¶
func (f DLTypeFlags) HasSubdata() bool
func (DLTypeFlags) IsExternal ¶
func (f DLTypeFlags) IsExternal() bool
func (DLTypeFlags) IsUnion ¶
func (f DLTypeFlags) IsUnion() bool
func (DLTypeFlags) MarshalJSON ¶
func (f DLTypeFlags) MarshalJSON() ([]byte, error)
func (DLTypeFlags) VerifyExternalSizeAlign ¶
func (f DLTypeFlags) VerifyExternalSizeAlign() bool
type DLTypeLib ¶
type DLTypeLib struct {
DLTypeLibHeader `json:"header"`
Types map[DLHash]DLTypeDesc `json:"types,omitempty"`
Enums map[DLHash]DLEnumDesc `json:"enums,omitempty"`
}
func ParseTypeLib ¶
type DLTypeLibHeader ¶
type DLTypeLibHeader struct {
ID [4]uint8 `json:"-"`
Version uint32 `json:"version"`
TypeCount uint32 `json:"type_count"`
EnumCount uint32 `json:"enum_count"`
MemberCount uint32 `json:"member_count"`
EnumValueCount uint32 `json:"enum_value_count"`
EnumAliasCount uint32 `json:"enum_alias_count"`
DefaultValueSize uint32 `json:"default_value_size"`
TypeInfoStringsSize uint32 `json:"typeinfo_strings_size"`
}
type DLTypeStorage ¶
type DLTypeStorage uint8
const ( INT8 DLTypeStorage = iota INT16 INT32 INT64 UINT8 UINT16 UINT32 UINT64 FP32 FP64 ENUM_INT8 ENUM_INT16 ENUM_INT32 ENUM_INT64 ENUM_UINT8 ENUM_UINT16 ENUM_UINT32 ENUM_UINT64 STR PTR STRUCT STORAGE_CNT )
func (DLTypeStorage) MarshalText ¶
func (storage DLTypeStorage) MarshalText() ([]byte, error)
func (DLTypeStorage) String ¶
func (i DLTypeStorage) String() string
type DLWidthDependentUInt32 ¶
type DLWidthDependentUInt32 [2]uint32
func (DLWidthDependentUInt32) Get32 ¶
func (u DLWidthDependentUInt32) Get32() uint32
func (DLWidthDependentUInt32) Get64 ¶
func (u DLWidthDependentUInt32) Get64() uint32
func (DLWidthDependentUInt32) GetNative ¶
func (u DLWidthDependentUInt32) GetNative() uint32
type DamageArmorAngles ¶ added in v0.7.13
type DamageInfo ¶ added in v0.7.13
type DamageInfo struct {
Type enum.DamageInfoType `json:"type"`
Damage int32 `json:"damage"`
DurableDamage int32 `json:"durable_damage"`
ArmorPenetrationPerAngle []uint32 `json:"armor_penetration_per_angle"`
DemolitionStrength uint32 `json:"demolition_strength"`
ForceStrength uint32 `json:"force_strength"`
ForceImpulse uint32 `json:"force_impulse"`
ElementType enum.ElementType `json:"element_type"`
StatusEffects []DamageStatusEffectInfo `json:"status_effects,omitempty"`
}
type DamageSettings ¶ added in v0.7.13
type DamageSettings struct {
Angles DamageArmorAngles `json:"angles"`
Infos []DamageInfo `json:"infos"`
}
func LoadDamageSettings ¶ added in v0.7.13
func LoadDamageSettings(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) (*DamageSettings, error)
type DamageStatusEffectInfo ¶ added in v0.7.13
type DamageStatusEffectInfo struct {
Type enum.StatusEffectType `json:"type"`
Value float32 `json:"value"`
}
type DamageableZone ¶ added in v0.7.2
type DamageableZone struct {
Info DamageableZoneInfo // Damageable Zone Info
Actors [24]stingray.ThinHash // [string]Damageable Zone Actors
}
type DamageableZoneInfo ¶ added in v0.7.2
type DamageableZoneInfo struct {
OnDeadEffect EffectSetting // Particle effect to play when this damage zone dies
OnDownedEffect EffectSetting // Particle effect to play when this damage zone gets downed.
ZoneName stingray.ThinHash // [string]The name of this zone
OnDeadScriptEvent stingray.ThinHash // [string]The script event to trigger when this damage zone dies.
OnDeadAnimationEvent stingray.ThinHash // [string]The animation event to trigger when this damage zone dies.
OnDeadUnknownEvent stingray.ThinHash // Some event grouped with other on dead events with a name length of 31 chars.
OnDeadAudioEvent stingray.ThinHash // [wwise]The audio event to trigger when this damage zone dies.
OnDeadAudioEventNode stingray.ThinHash // [string]The audio node to use when this damage zone dies.
OnDeadUnknownBool uint8 // An unknown bool with a name length of 34 chars
OnDeadHideVisiblityGroup stingray.ThinHash // [string]Visibility group to hide when this damage zone dies.
OnDeadShowVisiblityGroup stingray.ThinHash // [string]Visibility group to show when this damage zone dies.
OnDeadHideVisiblityMask stingray.ThinHash // [string]Visibility mask to hide when this damage zone dies.
OnDeadShowVisiblityMask stingray.ThinHash // [string]Visibility mask to show when this damage zone dies.
OnDownedHideVisiblityMask stingray.ThinHash // [string]Visibility mask to hide when this damage zone gets downed.
OnDownedShowVisiblityMask stingray.ThinHash // [string]Visibility mask to show when this damage zone gets downed.
DestroyedAssignmentEvent stingray.ThinHash // [string]Assignment event tag to send when destroyed, either once when killed or once when entering downed state
OnDeadLocomotionSet stingray.ThinHash // [string]The name of the locomotion set to activate when it dies. It will not trigger if another zone that affects locomotion is dead. In this case the locomotion set 'crawling' will be triggered.
OnHitScriptEvent stingray.ThinHash // [string]The script event to trigger when this damage zone gets hit without taking damage.
OnBleedoutScriptEvent stingray.ThinHash // [string]The script event to trigger when this damage zone gets bled out.
OnDownedScriptEvent stingray.ThinHash // [string]The script event to trigger when this damage zone goes into constitution.
OnHealScriptEvent stingray.ThinHash // [string]The script event to trigger when this damage zone gets healed.
OnDownedAudioEvent stingray.ThinHash // [wwise]The audio event to trigger when this damage zone goes into constitution.
OnDownedAudioEventNode stingray.ThinHash // [string]The audio node to use when this damage zone goes into constitution.
OnDownedLocomotionSet stingray.ThinHash // [string]The name of the locomotion set to activate when it goes into constitution. It will not trigger if another zone that affects locomotion is dead. In this case the locomotion set 'crawling' will be triggered.
OnDamageScriptEvent stingray.ThinHash // [string]The script event to trigger when this damage zone takes damage.
UnknownThinHash stingray.ThinHash // name length 26
DamageMultiplier enum.DamageMultiplier // Damage Multiplier
DamageMultiplierDPS enum.DamageMultiplier // Damage Multipler for DPS weapons
ProjectileDurableResistance float32 // Projectiles have 2 damages - Normal and Durable. This indicates how much it should scale the damage between the 2 values [Normal] -> [Durable].
UnkFloat float32 // name length 33
UnkFloat2 float32 // name length 44
Armor uint32 // Armor
ArmorAngleCheck uint8 // [bool]Whether or not projectiles should check for armor penetration boost on hit.
MaxArmor uint32 // Maximum armor the angle check scales to.
IgnoreArmorOnSelf uint8 // [bool]If checked, this entity does (not?) apply armor reduction on damage to itself, but still applies armor penetration reduction on the thing damaging it. Useful for shields that should take damage but stop projectiles/beams.
Health int32 // The max health of this zone
Constitution int32 // The max constitution of the zone
Immortal uint8 // [bool]If this is true, this zone cannot die until the entire entity dies.
CausesDownedOnDowned uint8 // [bool]If this is true, the downing of this zone puts the entity in constitution.
CausesDeathOnDowned uint8 // [bool]If this is true, the downing of this zone triggers the immediate death of the entity.
CausesDownedOnDeath uint8 // [bool]If this is true, the death of this zone puts the entity in constitution.
CausesDeathOnDeath uint8 // [bool]If this is true, the death of this zone triggers the immediate death of the entity.
AffectsMainHealth float32 // As a multiplier between 0-1, this damage only affects the health pool of the damageable zone itself, not the entity's main health.
ChildZones [16]stingray.ThinHash // [string]The name of the zones that are children to this zone.
KillChildrenOnDeath uint8 // [bool]If true, when this damageable zone dies we will kill all of it's child damageable zones as well.
RegenerationEnabled uint8 // [bool]If true, this damage zone will regenerate when the health components regeneration cooldown isn't active.
BleedoutEnabled uint8 // [bool]If true, this damage zone will start to bleedout when it's entered constitution.
AffectedByExplosions uint8 // [bool]If true, explosions are applied to this damage zone. If not, the default zone is affected.
ExplosiveDamagePercentage float32 // Looks like the amount of explosive damage taken - 27 chars long
UnknownFloat2 float32 // idk, 28 chars long
OnDeadDisableAllActors uint8 // [bool]If true, we disable all actors in this damage zone as it dies.
UnknownBool uint8 // idk, 23 chars long
ExplosionVerificationMode enum.ExplosionVerificationMode // Defines when explosions are verified by raycast.
MainHealthAffectCappedByZoneHealth uint8 // [bool]If true, the main health contribution is capped by the health + constitutiuon of the damage zone. Should be true for zones that can be gibbed/dismembered.
HitEffectReceiverType enum.HitEffectReceiverType // The type of hit effect to play when the zone gets hit. If this is set to HitEffectReceiverType_Count, it will assume the hit effect of the HitEffectComponent.
UseSurfaceEffect uint8 // [bool]If enabled, will use the surface effect rather than the hit effect.
HealthEventTriggers [4]HealthEventTrigger // Events that get played at certain health percentages.
UnknownHash stingray.ThinHash // Unknown, 31 chars long
UnknownFloat3 float32 // Unknown, 30 chars long
UnknownBool2 uint8 // Unknown, 9 chars long
UnknownBool3 uint8 // Unknown, 14 chars long
// contains filtered or unexported fields
}
func (DamageableZoneInfo) ToSimple ¶ added in v0.7.2
func (z DamageableZoneInfo) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup) SimpleDamageableZoneInfo
type DangerWarningComponent ¶ added in v0.7.6
type DangerWarningComponent struct {
WarningType enum.DangerWarningType // Warning enum
TriggerRadius float32 // If the player is within this radius that will show the warning. If less than 0 then always active
StartActive uint8 // [bool]If true then this warning is active as soon as this entity exists
// contains filtered or unexported fields
}
func (DangerWarningComponent) ToSimple ¶ added in v0.7.6
func (w DangerWarningComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type DecaySettings ¶ added in v0.7.2
type DecaySettings struct {
Mode enum.DeathDecayMode `json:"mode"` // If and how this entity decays on death.
Acceleration float32 `json:"acceleration"` // Acceleration (m/s^2) of the decay velocity.
MinDelay float32 `json:"min_delay"` // Only valid with Regular decay mode, this dictates how long to wait (at a minimum) before decaying,
MaxDelay float32 `json:"max_delay"` // Only valid with Regular decay mode, this dictates how long to wait (at a maximum) before decaying,
UnkFloat float32 `json:"unk_float"`
UnkBool uint8 `json:"unk_bool"`
// contains filtered or unexported fields
}
type DepositComponent ¶ added in v0.7.6
type DepositComponent struct {
Capacity uint32 // Total capacity.
StartAmount int32 // Initial capacity
RefillAmount uint32 // How much should this backpack be refilled for when getting ammo?
DeductOwnerVoEvent stingray.ThinHash // [string]VO event to play on the owner of the deposit component entity when being deducted.
LastDeductOwnerVoEvent stingray.ThinHash // [string]VO event to play on the owner of the deposit component entity when deducting the last deduct.
DronePath stingray.Hash // [adhd]If specified, the backpack will spawn the targeted drone.
FriendlyInteractAbility enum.AbilityId // If specified, will enable other helldivers' interact zones, as long as you have ammo.
SelfInteractAbility enum.AbilityId // If specified, will allow you to self-interact with your backpack.
ShowSelfInteract uint8 // [bool]If we don't have an ability for this backpack, but still run self-interact logic, set this to true.
NodeHidingOrder [20]stingray.ThinHash // [string]Depending on the amount left, these nodes will be hidden accordingly.
NodeHidingOrderPostAnimEvent stingray.ThinHash // [string]After deducting, what animation should we play.
RefillStyle enum.DepositRefill // How does this deposit gain charges? Ammo/Meds/None etc.
AssistedReloadWeaponPath stingray.Hash // [string]If specified, the backpack will only work with the specified assist-reloadable weapon.
// contains filtered or unexported fields
}
func (DepositComponent) ToSimple ¶ added in v0.7.6
func (w DepositComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type DetectionInfo ¶ added in v0.7.5
type DetectionInfo struct {
SightModifierStanding float32 `json:"sight_modifier_standing"` // Modifier for enemy sight range when standing up
SightModifierCrouching float32 `json:"sight_modifier_crouching"` // Modifier for enemy sight range when crouching
SightModifierProne float32 `json:"sight_modifier_prone"` // Modifier for enemy sight range when prone
}
type EffectReferenceComponent ¶ added in v0.7.13
type EffectReferenceComponent struct {
CallOnDestroyOnEntityRemoval uint8 // [bool]Should this entity being removed count as the entity being destroyed
Effects [32]ParticleEffectSetting // Particle Effect settings.
Units [8]SpawnUnitEffectSettings // The settings for units to spawn.
CameraShakes [4]CameraShakeSettings // The settings for camera shakes to spawn/not spawn..
// contains filtered or unexported fields
}
func (EffectReferenceComponent) ToSimple ¶ added in v0.7.13
func (w EffectReferenceComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type EffectSetting ¶ added in v0.7.2
type EffectSetting struct {
ParticleEffect stingray.Hash
Offset mgl32.Vec3
RotationOffset mgl32.Vec3
NodeName stingray.ThinHash
TriggerEmitEventName stingray.ThinHash
LinkOption enum.UnitEffectOrphanStrategy
Flags EffectSettingFlags
}
func (EffectSetting) ToSimple ¶ added in v0.7.2
func (e EffectSetting) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup) SimpleEffectSetting
type EffectSettingFlags ¶ added in v0.7.2
type EffectSettingFlags uint32
func (EffectSettingFlags) InheritRotation ¶ added in v0.7.2
func (e EffectSettingFlags) InheritRotation() bool
func (EffectSettingFlags) Linked ¶ added in v0.7.2
func (e EffectSettingFlags) Linked() bool
func (EffectSettingFlags) SpawnOnCamera ¶ added in v0.7.2
func (e EffectSettingFlags) SpawnOnCamera() bool
type ElementDamage ¶ added in v0.7.2
type ElementDamage struct {
Type enum.ElementType `json:"type"`
Value float32 `json:"value"`
}
type EncyclopediaEntryComponent ¶ added in v0.7.13
type EncyclopediaEntryComponent struct {
LocName uint32 // [string]The localization string identifier of the name of this entity (type).
LocNamePlural uint32 // [string]Plural Variant of the name.
LocNameUpper uint32 // [string]Upper variant of the name.
LocNameShort uint32 // [string]Short variant of the name.
LocNameShortUpper uint32 // [string]Short and Upper variant of the name.
Description uint32 // [string]The localization string identifier the description of this entity.
DescriptionUpper uint32 // [string]Upper variant of the description
DescriptionShort uint32 // [string]Short variant of the description
DescriptionShortUpper uint32 // [string]Short and Upper variant of the description
Prefix uint32 // [string]Prefix - used when doing fancy name displays.
Fluff uint32 // [string]Similar to description, usually lore text.
Icon stingray.Hash // [material]The icon to use for this entity (type).
// contains filtered or unexported fields
}
func (EncyclopediaEntryComponent) ToSimple ¶ added in v0.7.13
func (w EncyclopediaEntryComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type EnemyPackageComponent ¶ added in v0.7.3
type EnemyPackageComponent struct {
BundleTag stingray.ThinHash // [string]The loadout package will be generated with this bundle tag. Has no runtime effect.
Package stingray.Hash // [package]The loadout package to laod for this entity.
SubentityPackage stingray.Hash // Name length 17 chars.
AudioResource stingray.Hash // [wwise_dep]The wwise bank to include in the package for this entity.
// contains filtered or unexported fields
}
func (EnemyPackageComponent) ToSimple ¶ added in v0.7.3
func (w EnemyPackageComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type EnemyTagSwap ¶ added in v0.7.6
type Entity ¶ added in v0.7.2
func (Entity) ToSimple ¶ added in v0.7.2
func (e Entity) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupDLHash DLHashLookup, lookupStrings StringsLookup) SimpleEntity
type EntityDeltaSettings ¶ added in v0.7.1
type EntityDeltaSettings struct {
ModifiedComponents []ComponentDeltaSettings `json:"modified_components,omitempty"`
}
type EntityDeltaTypeData ¶ added in v0.7.1
type EntitySettings ¶ added in v0.7.2
type EnvironmentSettings ¶ added in v0.7.13
type EnvironmentSettings struct {
PlanetType enum.PlanetType `json:"planet_type"`
DebugName string `json:"debug_name"`
NameLoc string `json:"name_loc"`
NameLocStr string `json:"name_loc_str"`
LoadoutIntelligenceLoc string `json:"loadout_intelligence_loc"`
WwiseStateStr string `json:"wwise_state"`
PlanetMaterialId string `json:"planet_material_id"`
TerrainProjectorPackage string `json:"terrain_projector_package"`
ShadingEnvironment string `json:"shading_environment"`
GradingDay string `json:"grading_day"`
GradingSunset string `json:"grading_sunset"`
GradingNight string `json:"grading_night"`
MinimapPackage string `json:"minimap_package"`
MinimapUtilityLevel string `json:"minimap_utility_level"`
DirtColor mgl32.Vec3 `json:"dirt_color"`
LayerId string `json:"layer_id"`
HologramLightColor mgl32.Vec3 `json:"hologram_light_color"`
HologramOverlayColor mgl32.Vec3 `json:"hologram_overlay_color"`
DropSelectRouteColor mgl32.Vec3 `json:"drop_select_route_color"`
HologramMinimapLut string `json:"hologram_minimap_lut"`
PathSettings []LevelGenerationPathSettings `json:"path_settings"`
UtilityLevel string `json:"utility_level"`
ResourcePackages []string `json:"resource_packages"`
ResourceOverrideTags uint32 `json:"resource_override_tags"`
TerrainMaterialPath string `json:"terrain_material_path"`
DefaultReverbZoneStr string `json:"default_reverb_zone"`
DefaultAmbienceSoundId uint32 `json:"default_ambience_sound_id"`
WindWwiseStartEvent uint32 `json:"wind_wwise_start_event"`
WindWwiseStopEvent uint32 `json:"wind_wwise_stop_event"`
UnkEvent uint32 `json:"unk_event"` // Name length 32
UnkEvent2 uint32 `json:"unk_event2"` // Name length 31
UnkStr string `json:"unk_str"` // Name length 23
UnkFloat float32 `json:"unk_float"` // Name length 29
}
func LoadEnvironmentSettings ¶ added in v0.7.13
func LoadEnvironmentSettings(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) ([]EnvironmentSettings, error)
type EquipmentComponent ¶ added in v0.7.6
type EquipmentComponent struct {
WieldNode stingray.ThinHash // [string]Name of the node on the wielder that this equipment should be attached to when wielded.
WieldNodeRotationOffset mgl32.Vec3 // If set, this rotation offset is applied when wielded.
WieldNodePositionOffset mgl32.Vec3 // If set, this position offset is applied when wielded.
HolsterNode stingray.ThinHash // [string]Name of the node on the wielder that this equipment should be attached to when holstered.
HolsterNodeRotationOffset mgl32.Vec3 // If set, this rotation offset is applied when holstered.
HolsterNodePositionOffset mgl32.Vec3 // If set, this position offset is applied when holstered.
HolsterDuration float32 // The time it takes to holster this equipment.
WieldDuration float32 // The time it takes to wield this equipment.
PickupDuration float32 // The time it takes to pickup this equipment.
UnknownHash stingray.ThinHash // unknown, name length 23
WieldAnimation stingray.ThinHash // [string]Name of the animation to play on the wielder when wielding.
PickupAnimation stingray.ThinHash // [string]Name of the animation to play on the wielder when picking up otherwise fallback to wield animation.
HolsterAnimation stingray.ThinHash // [string]Name of the animation to play on the wielder when holstering.
DropAnimation stingray.ThinHash // [string]Name of the animation to play on the wielder when dropping.
AmmocheckAnimation stingray.ThinHash // [string]Name of the animation to play on the wielder when checking ammo.
UnknownBool uint8 // unknown, name length 30
UnknownBool2 uint8 // unknown, name length 20
HolsterDurationForAttach float32 // The time it takes to have the equipment attach itself to the holster node when we start holstering.
WieldDurationForAttach float32 // The time it takes to have the equipment attach itself to the wield node when we start wielding.
AttachLerpTime float32 // Should we apply lerp to the attachable component when we wield/holster and if so, how long should it lerp for?
OnHolsterAnimationEvent stingray.ThinHash // [string]Animation event to trigger when this entity is holstered.
WieldAnimationSelf stingray.ThinHash // [string]Name of the animation to play on the equipment when wielding.
PickupAnimationSelf stingray.ThinHash // [string]Name of the animation to play on the equipment when picking up otherwise fallback to wield animation.
HolsterAnimationSelf stingray.ThinHash // [string]Name of the animation to play on the equipment when holstering.
UnknownHash3 stingray.ThinHash // Unknown, name length 29
EquipmentType enum.EquipmentType // The category of this equipment piece, mostly used for AI purposes.
DropMode enum.EquipmentDropMode // How the equipment should be treated when dropped.
DropAudioEvent stingray.ThinHash // [wwise]Audio event to trigger when getting rid of an equipment.
UnknownAudioEvent stingray.ThinHash // Unknown, name length 20, probably an audio event
DropIconUi stingray.Hash // Unknown, name length 12
PickupAudioEvent stingray.ThinHash // [wwise]Audio event to trigger when putting on a new equipment.
UnknownEvent2 stingray.ThinHash // Unknown, name length 21
UnknownEvent3 stingray.ThinHash // Unknown, name length 33
UnknownEvent4 stingray.ThinHash // Unknown, name length 32
WeaponSwitchWieldAudioEvent stingray.ThinHash // [wwise]Audio event to trigger when wielding the weapon.
WeaponSwitchHolsterAudioEvent stingray.ThinHash // [wwise]Audio event to trigger when holstering the weapon.
PickupAbility enum.AbilityId // Ability to play when picking up from the ground. Currently only used for the avatar.
DropAbility enum.AbilityId // ability to play when dropping equipment
GripType enum.WeaponGripType // Grip type for this weapon.
IsOneHanded uint8 // [bool]Whether the weapon can be wielded in one hand or not.
AllowWieldOnShip uint8 // [bool]If the weapon can be wielded while on the ship, only intended use for debug purposes.
ShowInPickupWidget uint8 // [bool]True the equipment should be shown in the pickup widget.
HolsterUnit stingray.Hash // [unit]Path to the holster unit. This is an additional unit to spawn on the holster node that doesn't move with the equipment. Useful for sheaths etc. Note that since it's an additional unit it's more expensive than building the sheath into the parent unit, so only use when needed.
HintId stingray.ThinHash // [string]Hint ID to trigger when equipping this equipment
UnknownHash4 stingray.ThinHash // Unknown, name length 14
EquipmentWwiseIndex enum.EquipmentWwiseIndex // the wwise item index for this equipment
BackpackWwiseIndex enum.BackpackWwiseIndex // the wwise item index for this backpack if it is a backpack
UseBackpackFilledSwitch uint8 // [bool]If yes set_switch would be called on audio source before pickup drop foley and impact sounds
UnknownHash5 stingray.ThinHash // Unknown, name length 22
// contains filtered or unexported fields
}
func (EquipmentComponent) ToSimple ¶ added in v0.7.6
func (w EquipmentComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type ErrorComponent ¶ added in v0.7.2
type ErrorComponent struct {
// contains filtered or unexported fields
}
func (ErrorComponent) ToSimple ¶ added in v0.7.2
func (u ErrorComponent) ToSimple(_ HashLookup, _ ThinHashLookup, _ StringsLookup) any
type ExertionLevelInfo ¶ added in v0.7.5
type ExertionLevelInfo struct {
Index enum.ExertionLevelIndex // The corresponding index to this level.
ExertionThreshold float32 // The Threshold of exertion that considers this level.
SwayMultiplierScoped float32 // Multiplier to sway when scoped, changing its magnitude
SwayMultiplierThirdperson float32 // Multiplier to sway in thirdperson, changing its magnitude
SwayFrequencyMultiplierScoped float32 // Multiplier to sway when scoped, changing its frequency
SwayFrequencyMultiplierThirdperson float32 // Multiplier to sway in thirdperson, changing its frequency
SwayRecoilMultiplierScoped float32 // Multiplier to sway when scoped, changing its recoil
SwayRecoilMultiplierThirdperson float32 // Multiplier to sway in thirdperson, changing its recoil
SwayInterpSpeed float32 // The interpolation speed used for all sway values
EnterAnimationEvent stingray.ThinHash // [string]The animation event to play when entering this exertion level.
ExitAnimationEvent stingray.ThinHash // [string]The animation event to play when exiting this exertion level.
ExertionGrowsVo stingray.ThinHash // [string]Breath Audio event
ExertionRecoversVo stingray.ThinHash // [string]Breath Audio event
}
type ExertionVoParams ¶ added in v0.7.5
type ExertionVoParams struct {
OnDeath stingray.ThinHash // [string] audio event to play on death
OnSpawn stingray.ThinHash // [string] audio event to play on spawn
OnExertionStart stingray.ThinHash // [string] audio event to play on exertion start
OnExertionStop stingray.ThinHash // [string] audio event to play on exertion stop
OnBleedoutStop stingray.ThinHash // [string] audio event to play on bleedout stop
InjuryHpThreshold float32 // injury_hp_threshold
CriticalBleedHpThreshold float32 // critical_bleed_hp_threshold
}
type ExplorationRewardComponent ¶ added in v0.7.11
type ExplorationRewardComponent struct {
AbilityIdAtInteraction enum.AbilityId // Indicates the ability that the reward entity will play once the avatar interact with it.
AudioEventAtInteraction stingray.ThinHash // [wwise]Indicates the audio event that the reward entity will fire once the avatar interact with it.
AnimationEventAtInteraction stingray.ThinHash // [string]Indicates the animation event that the reward entity will fire once the avatar interact with it.
AbilityIdAtInteractionInteractor enum.AbilityId // Indicates the ability that the avatar will play once interacts with the reward.
ShouldDestroyAfterInteraction uint8 // [bool]Indicates if we should destroy the entity after interaction.
DefaultExplorationRewardType enum.ExplorationRewardType // Indicates the reward type that we should give by default if we don't specify any script data in the marker.
// contains filtered or unexported fields
}
func (ExplorationRewardComponent) ToSimple ¶ added in v0.7.11
func (w ExplorationRewardComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type ExplosionInfo ¶ added in v0.7.13
type ExplosionInfo struct {
Type enum.ExplosionType `json:"type"`
DamageType enum.DamageInfoType `json:"damage_type"`
UnkHash string `json:"unk_hash"`
UnkBool uint8 `json:"unk_bool"`
InnerRadius float32 `json:"inner_radius"`
OuterRadius float32 `json:"outer_radius"`
StaggerRadius float32 `json:"stagger_radius"`
ConeAngle float32 `json:"cone_angle"`
CameraShakeRadius float32 `json:"camera_shake_radius"`
ShakeAssets []string `json:"shake_assets"`
ParticleEffectPath string `json:"particle_effect_path"`
AudioEvent uint32 `json:"audio_event"`
CraterType enum.TerrainDeformationType `json:"crater_type"`
SurfaceImpactType enum.SurfaceImpactType `json:"surface_impact_type"`
HitEffectDamageType enum.HitEffectDamageType `json:"hit_effect_damage_type"`
NumShrapnelProjectiles uint32 `json:"num_shrapnel_projectiles"`
ShrapnelProjectileType enum.ProjectileType `json:"shrapnel_projectile_type"`
NoiseTemplate enum.NoiseTemplate `json:"noise_template"`
WindEffectTemplate enum.WindEffectTemplate `json:"wind_effect_template"`
FireTemplate enum.FireTemplate `json:"fire_template"`
PersistentStatusVolume enum.StatusEffectTemplateType `json:"persistent_status_volume"`
StatusVolumeEffectTime float32 `json:"status_volume_effect_time"`
StatusVolumeEffectAudioPlay uint32 `json:"status_volume_effect_audio_play"`
StatusVolumeEffectAudioStop uint32 `json:"status_volume_effect_audio_stop"`
ExplosionInfoBitfield1 `json:"explosion_info_bitfield1"`
ArcType enum.ArcType `json:"arc_type"`
ExplosionInfoBitfield2 `json:"explosion_info_bitfield2"`
UnkFloat float32 `json:"unk_float"`
}
type ExplosionInfoBitfield1 ¶ added in v0.7.13
type ExplosionInfoBitfield1 uint8
func (ExplosionInfoBitfield1) DisableDefaultSurfaceImpact ¶ added in v0.7.13
func (e ExplosionInfoBitfield1) DisableDefaultSurfaceImpact() bool
func (ExplosionInfoBitfield1) DoKnockback ¶ added in v0.7.13
func (e ExplosionInfoBitfield1) DoKnockback() bool
func (ExplosionInfoBitfield1) IsHugeExplosion ¶ added in v0.7.13
func (e ExplosionInfoBitfield1) IsHugeExplosion() bool
func (ExplosionInfoBitfield1) Item4 ¶ added in v0.7.13
func (e ExplosionInfoBitfield1) Item4() bool
Name length 29
func (ExplosionInfoBitfield1) LookForAudioSourceHijack ¶ added in v0.7.13
func (e ExplosionInfoBitfield1) LookForAudioSourceHijack() bool
func (ExplosionInfoBitfield1) MarshalJSON ¶ added in v0.7.13
func (p ExplosionInfoBitfield1) MarshalJSON() ([]byte, error)
type ExplosionInfoBitfield2 ¶ added in v0.7.13
type ExplosionInfoBitfield2 uint8
func (ExplosionInfoBitfield2) Item0 ¶ added in v0.7.13
func (e ExplosionInfoBitfield2) Item0() bool
Name length 22
func (ExplosionInfoBitfield2) Item1 ¶ added in v0.7.13
func (e ExplosionInfoBitfield2) Item1() bool
Name length 35
func (ExplosionInfoBitfield2) MarshalJSON ¶ added in v0.7.13
func (p ExplosionInfoBitfield2) MarshalJSON() ([]byte, error)
type ExplosionInfoBitfieldStruct1 ¶ added in v0.7.13
type ExplosionInfoBitfieldStruct2 ¶ added in v0.7.13
type ExplosiveComponent ¶ added in v0.7.13
type ExplosiveComponent struct {
Mode enum.ExplosiveMode // Selects the mode of behavior for the explosive.
CollisionRaycastFilter enum.RaycastTemplate // Selects the filter used for raycast collision detection
ArmingDelay float32 // Time it takes to arm the explosive.
ExplosionDelay float32 // Time it takes from armed to explosion. For impact, this is the minimum timer!
RemovalDelay float32 // Time it takes to remove the explosive after detonating.
StartActive uint8 // [bool]The explosive has to be active before it can be armed.
HideOnExplosion uint8 // [bool]The explosive is hidden immediately on explosion, then removed later.
DestroyActorOnExplosion uint8 // [bool]The explosive is hidden immediately on explosion, then removed later.
IgnoreFriendlyFire uint8 // [bool]The explosive will not trigger if colliding with friendlies.
UnkBool uint8 // [bool] Name length 20
ImpactDistance float32 // The minimum distance ahead of the explosive's root to check for collisions that trigger the impact explosion.
ImpactAirburstDistance float32 // Impact Only! Distance to check to the ground to check for airburst explosion.
ExplosionType enum.ExplosionType // The type of explosion, see explosion_settings.h for types.
ImpactExplosionType enum.ExplosionType // The type of explosion, see explosion_settings.h for types.
OnExplodedSound uint32 // [wwise]The sound to play when this entity explodes. Outside of the actual explosion-sound.
OnStatusEffectDoneSound uint32 // [wwise]The sound to play when the status effect is done.
ArmedEffect EffectSetting // Particle effect to play (fire-and-forget) when this explosive is armed.
TrailEffect EffectSetting // Particle effect to play when this entity is spawned and stop playing it when this entity stops moving.
StatusEffectParticleEffect EffectSetting // The particle effect to play when running the status effect
StatusEffectDoneParticleEffect EffectSetting // The particle effect to play when the status effect is done (fire and forget).
ArmedSound uint32 // [wwise]The sound to play when this explosive is armed.
StatusEffectTemplate StatusEffectTimedSphericalTemplate // The status effects to apply if using TimedStatusEffect type.
TriggerActor stingray.ThinHash // [string]The actor, if any, to enable when the explosive comes to rest in the world.
CollisionActor stingray.ThinHash // [string]The actor, if any, to disable when the explosive comes to rest in the world.
ExplodeOnDeath uint8 // [bool]If the explosive dies via health component, should it explode?
SomeVector mgl32.Vec2 // Name length 37
OnArmedAbility enum.AbilityId // If specified, this ability will be triggered when the explosive is armed.
UnkFloat1 float32 // Name length 24
UnkFloat2 float32 // Name length 29
UnkBool2 uint8 // Name length 31
UnkAbility enum.AbilityId // Name length 30
// contains filtered or unexported fields
}
func (ExplosiveComponent) ToSimple ¶ added in v0.7.13
func (w ExplosiveComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type FactionComponent ¶ added in v0.7.6
type FactionComponent struct {
Factions [3]enum.FactionType // Which factions this entity belongs to.
TargetingNode stingray.ThinHash // [string]Node used for line of sight/aiming at entity.
UnknownHashes [4]stingray.Hash // name length 28
HalfWidth float32 // Distance from which an enemy can attack you from the side.
HalfForwardSize float32 // Distance from which an enemy can attack you from the front or back.
Priority float32 // Used when selecting target
UnknownFloat1 float32 // name length 22
UnknownFloat2 float32 // name length 15
ComplexTargetingNodes [16]stingray.ThinHash // [string]Multiple nodes specified for larger targets, such as vehicles
UnknownBool uint8 // name length 17
// contains filtered or unexported fields
}
func (FactionComponent) ToSimple ¶ added in v0.7.6
func (w FactionComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type GetResourceFunc ¶
type HashLookup ¶ added in v0.7.2
type HealthComponent ¶ added in v0.7.2
type HealthComponent struct {
Health int32 // Max health
HeathChangerate float32 // How the health changes when not wounded, units per second
HealthChangerateDisabled uint8 // [bool]If the regeneration is disabled
HeathChangerateCooldown float32 // How long after taking any damage to wait until we start regenerating.
RegenerationSegments uint32 // The number of segments for regeneration.
RegenerationChangerate float32 // How health changes in regeneration, units per seconds
Constitution int32 // Negative health (after health is depleted the constitution ticks down until entity is dead)
ConstitutionChangerate float32 // The rate at which health is changed in constitution, units per second
ConstitutionDisablesInteractions uint8 // [bool]Should interactions be disabled when this goes into constitution
ZoneBleedoutChangerate float32 // The rate at which health is changed in constitution for zones, units per second
Size enum.UnitSize // The size category of the unit, this is used for systems such as the gib system. Small = Humansized, Medium = Bug Warrior sized, Large = Tunneler, Massive = Even larger
Mass float32 // The mass of the unit, this is used for systems such as vehicle collision damage calculations, when the unit is relying on a static or keyframed body.
KillScore uint32 // The score to accumulate when killing this.
Wounded WoundedState // The effect wounds has on this character
DefaultDamageableZoneInfo DamageableZoneInfo // Contains information about default damage zone, which is used if no specific damage zone was hit
DamageableZones [38]DamageableZone // Contains all damage zones for the entity.
ElementDamageValues [4]ElementDamage
Decay DecaySettings // At least mode is required, for regular, more info may be needed
DeathSoundIDs [10]stingray.ThinHash // [wwise]Sounds to trigger when the entity experiences real death.
TriggerDeathSoundsOnRemove uint8 // [bool]Should this entity trigger death sounds if it gets removed?
OnHitEffect EffectSetting // Particle effect to play when the entity gets hit by damage that is not dps.
WhileLivingEffect [2]ActiveEffectSetting // Particle effects to play while the entity lives and is destroyed on death.
OnDeathEffect EffectSetting // Particle effect to play when the entity dies.
BledToDeathEffect EffectSetting // Particle effect to play when the entity dies from bleeding out(cancels out the on_death_effect in that case).
UnknownEffect EffectSetting // Unknown, 27 char long name
RequireDemolition uint8 // [bool]Does this entity require demolition damage to be damaged?
DownedAnim stingray.ThinHash // [string]Animation event that gets called when entering constitution.
DeadAnim stingray.ThinHash // [string]Animation event that gets called when entering death.
UnknownFloat float32 // Not sure, 31 char long name
UnknownHash1 stingray.ThinHash // Unsure, 14 char name
UnknownHash2 stingray.ThinHash // Unsure, 13 char name
UnknownHash3 stingray.ThinHash // Unsure, 14 char name
OnDownedHideVisibilityGroup stingray.ThinHash // [string]Visibility group to hide when this unit gets downed.
OnDownedShowVisibilityGroup stingray.ThinHash // [string]Visibility group to show when this unit gets downed.
OnDeadHideVisibilityGroup stingray.ThinHash // [string]Visibility group to hide when this unit dies.
OnDeadShowVisibilityGroup stingray.ThinHash // [string]Visibility group to show when this unit dies.
UnknownVisibilityGroupHashes [4]stingray.ThinHash // 29 char name, same as OnDead(Show/Hide)VisibilityGroup
UnknownVisibilityGroupHashes2 [4]stingray.ThinHash // 29 char name, same as OnDead(Show/Hide)VisibilityGroup
UnknownDeathDestructionHash stingray.ThinHash // 26 char name, same as OnDeathDestructionLevel
OnDeathDestructionLevel enum.DestructionTemplateType // If this unit dies from the health component, then apply this level of destrction to itself from the destruction system
CanDieNaturally uint8 // [bool]Normally if a unit takes enough damage, they'll die. If this is disabled, it will only go down to constitution and needs to be killed via outside forces, such as behavior.
DeathPropagation enum.DeathPropagation // If this unit dies, It'll propagate the death to the selected inheritance direction selected in this field.
UnknownHashArray [4]stingray.ThinHash // Name length 17 chars
UnknownBool1 uint8 // Name length 33 chars
UnknownBool2 uint8 // Name length 18 chars
UnknownBool3 uint8 // Name length 30 chars
// contains filtered or unexported fields
}
func (HealthComponent) ToSimple ¶ added in v0.7.2
func (w HealthComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type HealthEventTrigger ¶ added in v0.7.2
type HealthEventTrigger struct {
HealthPercent float32 // Health percent we need to go under in order to trip the event.
EventName stingray.ThinHash // [string]Event name that gets fired off to the behavior.
UnknownEventName1 stingray.ThinHash // Could be animation, audio, bone, or other event name
UnknownEventName2 stingray.ThinHash // Could be animation, audio, bone, or other event name
UnknownEventName3 stingray.ThinHash // Could be animation, audio, bone, or other event name
}
type HeatsinkOverrides ¶ added in v0.7.2
type HeatsinkOverrides struct {
HeatCapacity float32 // No clue really
ProjType enum.ProjectileType
Particles stingray.Hash
MaybeEvent stingray.ThinHash
StatusEffect enum.StatusEffectType
}
DLHash 8f124598 name length 16
type HelldiverCustomizationPassiveBonusModifier ¶ added in v0.7.13
type HelldiverCustomizationPassiveBonusModifier struct {
ModifierId string `json:"modifier_id"`
ModifierType HelldiverCustomizationPassiveBonusModifierType `json:"modifier_type"`
Value float32 `json:"value"`
Description string `json:"description"`
}
func (HelldiverCustomizationPassiveBonusModifier) ResolveDescription ¶ added in v0.7.13
func (modifier HelldiverCustomizationPassiveBonusModifier) ResolveDescription() string
type HelldiverCustomizationPassiveBonusModifierType ¶ added in v0.7.13
type HelldiverCustomizationPassiveBonusModifierType uint32
const ( ModifierTypeSet HelldiverCustomizationPassiveBonusModifierType = iota ModifierTypeAdd ModifierTypeMultiply ModifierTypeTime )
func (HelldiverCustomizationPassiveBonusModifierType) MarshalText ¶ added in v0.7.13
func (p HelldiverCustomizationPassiveBonusModifierType) MarshalText() ([]byte, error)
func (HelldiverCustomizationPassiveBonusModifierType) String ¶ added in v0.7.13
func (i HelldiverCustomizationPassiveBonusModifierType) String() string
type HelldiverCustomizationPassiveBonusSettings ¶ added in v0.7.13
type HelldiverCustomizationPassiveBonusSettings struct {
PassiveBonus uint32 `json:"id"`
Name string `json:"name"`
Icon string `json:"icon"`
PassiveModifiers []HelldiverCustomizationPassiveBonusModifier `json:"passive_modifiers"`
StatModifiers []HelldiverCustomizationStatModifier `json:"stat_modifiers,omitempty"`
SomeString string `json:"some_string"`
}
func (*HelldiverCustomizationPassiveBonusSettings) ResolveDescription ¶ added in v0.7.13
func (passive *HelldiverCustomizationPassiveBonusSettings) ResolveDescription() []string
type HelldiverCustomizationStatModifier ¶ added in v0.7.13
type HellpodComponent ¶ added in v0.7.6
type HellpodComponent struct {
HellpodVariant enum.HellpodVariant // What kind of hellpod is this? Used for determining special-case settings.
UnknownBool uint8 // Unknown, 15 chars long
SpawnHeight float32 // At what Z level should the hellpod spawn?
UnknownVec mgl32.Vec2 // unknown, 22 chars long
InitialVelocity float32 // What's the initial velocity of the hellpod?
BreakingHeight float32 // How far above ground should we start breaking? [sic]
BreakingVelocity float32 // What's the breaking velocity of the hellpod? [sic]
BreakingVelocityTargetTime float32 // How long until we reach our breaking velocity? [sic]
UnknownBool2 uint8 // unknown, 24 chars long
AudioThrustersIgniteLoop stingray.ThinHash // [string][wwise]Thruster Ignite Sound Loop
AudioThrustersIgniteEnd stingray.ThinHash // [string][wwise]Thruster Ignite Sound End
AudioThrustersIgnition stingray.ThinHash // [string][wwise]Thruster Ignite Sound
AudioEntryWooshLoop stingray.ThinHash // [string][wwise]Woosh Sound Loop
AudioEntryWooshEnd stingray.ThinHash // [string][wwise]Woosh Sound End
AudioChassiShakeLoop stingray.ThinHash // [string][wwise]Chassi Shake Sound Loop
AudioChassiShakeEnd stingray.ThinHash // [string][wwise]Chassi Shake Sound End
AudioSupersonicBoom stingray.ThinHash // [string][wwise]Supersonic Boom Sound
AudioImpact stingray.ThinHash // [string][wwise]Impact Sound
AudioBoltBlowing stingray.ThinHash // [string][wwise]Bolt Blowing Sound
AudioLidBlowing stingray.ThinHash // [string][wwise]Lid Blowing Sound
AudioThrusterStart stingray.ThinHash // [string][wwise]Thruster Start Sound
AudioHellpodPreImpactRiser stingray.ThinHash // [string][wwise]Hellpod Preimpact Riser Sound
AudioMusicHellpodGroundApproach stingray.ThinHash // [string][wwise]Music Hellpod Ground Approach Switch
AudioMusicHellpodLand stingray.ThinHash // [string][wwise]Music Hellpod Land Switch
UnknownBool3 uint8 // Unknown, name length 12 chars
// contains filtered or unexported fields
}
func (HellpodComponent) ToSimple ¶ added in v0.7.6
func (w HellpodComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type HellpodPayloadComponent ¶ added in v0.7.6
type HellpodPayloadComponent struct {
RemoveTime float32 `json:"remove_time"` // The time between playing the retraction animation event and removing the entity.
LifeTime float32 `json:"life_time"` // The life time of this payload. 0 is infinite.
OnRetractAbility enum.AbilityId `json:"on_retract_ability"` // Ability to play on this unit when it's retracted.
}
func (HellpodPayloadComponent) ToSimple ¶ added in v0.7.6
func (w HellpodPayloadComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type HellpodRackComponent ¶ added in v0.7.6
type HellpodRackComponent struct {
Payloads [8]RackAttach // Payloads to attach (what & where).
LastRetractDelay float32 // Extra time deloy to play the retract functionality on the last retracting attachment.
DisableRetract uint8 // [bool]Special case to disable the retract animations from playing on both sides of the rack.
MapIcon stingray.Hash // [material]Map Icon for this hellpod rack
MapName uint32 // [string]Localization tag for the map name of this hellpod rack
RackDeployAudioEvent stingray.ThinHash // [wwise]
RackRetractAudioEvent stingray.ThinHash // [wwise]
DoorRetractAudioEvent stingray.ThinHash // [wwise]
DeployAbility enum.AbilityId // Ability to play when deploying.
LastRetractAbility enum.AbilityId // Ability to play when we are out of items.
RandomPayloadSize uint32 // If we have a random payload size above 0, then we will attach random items from the payload settings. Override spawn_payload_size
SpawnPayloadSize uint32 // Indicates how many payloads should spawn from the settings list.
DisableInitialInteraction uint8 // [bool]Should we prevent the initial interaction for the payload, meaning you have to destroy the rack in order to get them?
// contains filtered or unexported fields
}
func (HellpodRackComponent) ToSimple ¶ added in v0.7.6
func (w HellpodRackComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type HitZoneClassValues ¶ added in v0.7.2
type HudMarkerTypeOverride ¶ added in v0.7.6
type HudMarkerTypeOverride struct {
Node stingray.ThinHash // [string]What node to look for on the unit.
MaxHitPosDistance float32 // Max distance between raycast hit and node position.
MaxHitAngDifference float32 // Max angle difference (2D) between raycast dir and node forward.
MaxFuzzyDistance float32 // Max fuzzy distance for the override, a combination between distance and FOV.
MarkerType enum.HudMarkerType // Maximum amount rewarded per pick-up. [sic]
}
type InteractZoneInfo ¶ added in v0.7.11
type InteractZoneInfo struct {
Name stingray.ThinHash // [string]Name of the interactable zone.
Radius float32 // Radius of the interactable zone.
ViewDistance float32 // The distance at which the interactable icon is visible before it fades out.
Node stingray.ThinHash // [string]Name of the attach-node.
Offset mgl32.Vec3 // Offset from 'node'.
StandLocationOffset mgl32.Vec3 // Location Offset from 'node', where the player will stand when interacting.
InteractType enum.InteractType // The type of interact.
RequireMigration uint8 // [bool]Need migration on interact.
StartEnabled uint8 // [bool]When spawn, should it be enabled or not?
StartEnabledDelay float32 // When spawns, after how many second it should enable the interaction, -1 Indicates that the mechanism is disabled.
Label uint32 // [string]Localization string describing the interaction in the HUD.
InactiveLabel uint32 // [string]Localization string describing an unavailable interaction in the HUD.
ApproachDirection float32 // 2D angle between approaching unit and interactable, in the interactable's local space, that we center the interaction cone around
ApproachAngle float32 // Half angle of the cone centered around approach_direction that we allow interaction in. If > 180 degreres, full circle is allowed.
ApproachApexShift float32 // Shifts cone towards -direction
ScreenBorder int32 // How far from the screen border interaction point should be. -1 can be interacted even offscreen
ScriptEvent stingray.ThinHash // [string]Script event to be triggered on the interactable upon successful interact. - Require a Behavior Component on the the unit.
ScriptEventForLinkedUnits stingray.ThinHash // [string]Script event called on linked units to be triggered on the interactable upon successful interact.
UnknownScriptEvent stingray.ThinHash // Name length 26
Priority uint32 // This interact zone's priority when within range of other zones. Higher priority values are favored over lower ones.
BlockingInjuries enum.InteractableInjuryType // Disable the interaction when the avatar have this injuries.
ReenableImmediately uint8 // [bool]When used, re-enable the zone immediately
DeleteAfterInteract uint8 // [bool]This will delete the entity after a successful interact.
DisallowProneInteract uint8 // [bool]Disallows interacting when interactor is prone.
UnknownBool uint8 // Name length 29
UnknownBool2 uint8 // Name length 25
HoldTime float32 // Hold time required to trigger this interact.
HoverIconHeight float32 // The in-world height offset of the interact type icon from the interact point.
InteractDiamondScale float32 // The scale of the interact diamond.
AutoInteract uint8 // [bool]If enabled, users will trigger this zone by just getting in proximity
ShowIfDisabled uint8 // [bool]If true, then the disabled UI will be shown when this interact is disabled. If false then nothing will be shown.
HintId uint32 // [string] Hint to show
OptHintId uint32 // [string] Second hint to show
// contains filtered or unexported fields
}
func (InteractZoneInfo) ToSimple ¶ added in v0.7.11
func (w InteractZoneInfo) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) SimpleInteractZoneInfo
type InteractableComponent ¶ added in v0.7.11
type InteractableComponent struct {
RequireWaitingForResult uint8 // [bool]Requires that the interactor needs to wait for the interaction before making new interacts.
DisableInteractionWhileInteracting uint8 // [bool]Indicates if we automatically disable the interactable zones when we are start the interaction
AllowMove uint8 // [bool]True if this interactable is allowed to move in the world.
PerformLineOfSightCheck uint8 // [bool]True if this interactable should perform a line of sight check towards the interactor.
Mode enum.InteractableMode // Describes who may interact with this interactable.
Zones [8]InteractZoneInfo // .
InteractAudioEvent stingray.ThinHash // [string]Audio event to trigger when the item is interacted with
InteractAudioEventVo stingray.ThinHash // [string]Audio VO event to trigger when the item is interacted with
}
func (InteractableComponent) ToSimple ¶ added in v0.7.11
func (w InteractableComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type InventoryComponent ¶ added in v0.7.6
type InventoryComponent struct {
DefaultPrimary stingray.Hash // [adhd]Path to the primary equipment entity.
DefaultSidearm stingray.Hash // [adhd]Path to the sidearm equipment entity.
DefaultSupport stingray.Hash // [adhd]Path to the support equipment entity.
DefaultThrowable stingray.Hash // [adhd]Path to the throwable equipment entity.
DefaultBackpack stingray.Hash // [adhd]Path to the backpack entity.
DefaultMeleeWeapon stingray.Hash // [adhd]Path to the melee entity.
StartAmountStims uint32 // max amount of stims. [sic]
RefillAmountStims uint32 // max amount of stims. [sic]
MaxAmountStims uint32 // max amount of stims.
CanDropEquipment uint8 // [bool]Indicates if this unit can drop the equipment or not
UnknownHashArray [10]stingray.Hash // Unknown, name length 33
// contains filtered or unexported fields
}
func (InventoryComponent) ToSimple ¶ added in v0.7.6
func (w InventoryComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type LevelGenerationPathSettings ¶ added in v0.7.13
type LevelGenerationPathSettings struct {
MeshMaterials []string `json:"mesh_materials"`
MeshMaterialOpacities []float32 `json:"mesh_material_opacities"`
SplineType enum.StampSplineType `json:"spline_type"`
CollisionWidth float32 `json:"collision_width"`
MeshWidth float32 `json:"mesh_width"`
MeshTilingLength float32 `json:"mesh_tiling_length"`
CreatesPathCollision bool `json:"creates_path_collision"`
}
type LoadoutPackageComponent ¶ added in v0.7.6
type LoadoutPackageComponent struct {
BundleTag stingray.ThinHash // [string]The loadout package will be generated with this bundle tag. Has no runtime effect.
Package stingray.Hash // [package]The loadout package to laod for this entity.
AudioResource stingray.Hash // [wwise_dep]The wwise bank to include in the package for this entity.
IncludeDefaultCustomizations uint8 // [bool]If set any default customizations are included in the package generated for this .adhd file. Affects the entire package
UnknownBool uint8 // [bool] unknown, 27 chars long
// contains filtered or unexported fields
}
func (LoadoutPackageComponent) ToSimple ¶ added in v0.7.6
func (w LoadoutPackageComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type LocalUnitComponent ¶ added in v0.7.2
type LocalUnitComponent struct {
UnitPath stingray.Hash // [unit]Path to the unit for this entity.
Scale float32 // Scale value.
}
func (LocalUnitComponent) ToSimple ¶ added in v0.7.2
func (w LocalUnitComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type MagazinePattern ¶ added in v0.7.2
type MagazinePattern struct {
Projectiles [32]enum.ProjectileType // Pattern of projectiles to fire. None denotes end if the full size is not used. Pattern is repeated and aligned so the last projectile in the pattern is always the last in the magazine (should it not divide evenly).
FirstProjectile enum.ProjectileType // to trigger start/stop event
}
type MaterialSwap ¶ added in v0.7.6
type MaterialSwapComponent ¶ added in v0.7.6
type MaterialSwapComponent struct {
MaterialSlots [8]MaterialSwapSlot // Material slots that can be set
EnemyNames [8]stingray.ThinHash // name is guessed - name length 11
EnemyTagSwaps [8]EnemyTagSwap
}
func (MaterialSwapComponent) ToSimple ¶ added in v0.7.6
func (w MaterialSwapComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type MaterialSwapSlot ¶ added in v0.7.6
type MaterialSwapSlot struct {
MaterialSlotName stingray.ThinHash // [string]The material slot to set on. If not set, then applied to all material slots.
SwapSettings [8]MaterialSwap
// contains filtered or unexported fields
}
type MaterialVariableAnimation ¶ added in v0.7.6
type MaterialVariableAnimation struct {
Name stingray.ThinHash // [string]The name of the animation. Used to start and stop it from abilities.
TargetValue mgl32.Vec4 // The target value to animate towards.
Duration float32 // The duration in seconds of the animation.
Loops uint32 // The amount of time this animation should loop, before ending. Setting it to 0 makes it infinite.
AnimType enum.MaterialVariableAnimationType
}
type MaterialVariableValue ¶ added in v0.7.6
type MaterialVariables ¶ added in v0.7.6
type MaterialVariables struct {
VariableName stingray.ThinHash // [string]The name of the material variable to set.
MaterialSlotName stingray.ThinHash // [string]The material slot to set on. If not set, then applied to all material slots.
Type enum.MaterialVariableType // The type of the material variable to set.
Value mgl32.Vec4 // The value to set on the material variable.
Animations [4]MaterialVariableAnimation // The animations that can be used on this variable.
Values [4]MaterialVariableValue // The values that can be set on this variable
UnknownBool1 uint8 // unknown, name length 14
UnknownBool2 uint8 // unknown, name length 16
// contains filtered or unexported fields
}
type MaterialVariablesComponent ¶ added in v0.7.6
type MaterialVariablesComponent struct {
Variables [8]MaterialVariables // Information about any variables that can be set / modified.
}
func (MaterialVariablesComponent) ToSimple ¶ added in v0.7.6
func (w MaterialVariablesComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type MeleeAttackComponent ¶ added in v0.7.2
type MeleeAttackComponent struct {
OverrideMeleeAbility enum.AbilityId `json:"override_melee_ability"` // If not invalid, it'll override the melee ability that gets executed while helding this entity, this could be a weapon, an attachment or a carryable.
Weight uint32 `json:"weight"` // Used to indicate how much weight this override has when trying to pick the final override_melee_ability
OverrideMeleeAbilityForProne enum.AbilityId `json:"override_melee_ability_for_prone"` // If not invalid, it'll override the melee ability that gets executed while being prone and helding this entity, this could be a weapon, an attachment or a carryable.
WeightForProne uint32 `json:"weight_for_prone"` // Used to indicate how much weight this override has when trying to pick the final override_melee_ability_for_prone
}
func (MeleeAttackComponent) ToSimple ¶ added in v0.7.2
func (m MeleeAttackComponent) ToSimple(_ HashLookup, _ ThinHashLookup, _ StringsLookup) any
type MountComponent ¶ added in v0.7.6
type MountComponent struct {
Infos [5]MountInfo // Path and node info for each entity to mount.
}
func (MountComponent) ToSimple ¶ added in v0.7.6
func (w MountComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type MountInfo ¶ added in v0.7.6
type MountInfo struct {
Path stingray.Hash // [adhd]Path to the adhd-entity to mount.
AttachNode stingray.ThinHash // [string]Node where to attach the adhd-entity.
MountSide enum.MountSide // Is this mounted on the left side of the parent, the right side of the parent, or neither side in particular?
Name stingray.ThinHash // [string]The name to use in scripts to refer to this mount.
// contains filtered or unexported fields
}
type MoveInfo ¶ added in v0.7.5
type MoveInfo struct {
Speeds MoveSpeeds `json:"speeds"` // Information about motion speed in the different states.
SprintStaminaDecayDuration float32 `json:"sprint_stamina_decay_duration"` // The duration it takes for stamina to decay all the way to 0 when sprinting
JogStaminaDecayDuration float32 `json:"jog_stamina_decay_duration"` // The duration it takes for stamina to decay all the way to 0 when jogging
StaminaRecoverTimeStand float32 `json:"stamina_recover_time_stand"` // The duration until stamina is fully recovered while in stand
StaminaRecoverTimeCrouch float32 `json:"stamina_recover_time_crouch"` // The duration until stamina is fully recovered while in crouch
StaminaRecoverTimeProne float32 `json:"stamina_recover_time_prone"` // The duration until stamina is fully recovered while in prone
StaminaRecoverDelay float32 `json:"stamina_recover_delay"` // The duration until stamina starts recovering
StaminaCostJump float32 `json:"stamina_cost_jump"` // The stamina cost of jumping
StaminaCostDodge float32 `json:"stamina_cost_dodge"` // The stamina cost of dodging
StaminaCostVault float32 `json:"stamina_cost_vault"` // The stamina cost of vaulting
StaminaCostClimb float32 `json:"stamina_cost_climb"` // The stamina cost of climbing
StaminaCostSlide float32 `json:"stamina_cost_slide"` // The stamina cost of sliding
VisibilityJump float32 `json:"visibility_jump"` // The stamina cost of jumping
VisibilityDodge float32 `json:"visibility_dodge"` // The stamina cost of dodging
VisibilityVault float32 `json:"visibility_vault"` // The stamina cost of vaulting
VisibilityClimb float32 `json:"visibility_climb"` // The stamina cost of climbing
VisibilitySlide float32 `json:"visibility_slide"` // The stamina cost of sliding
HipfireTime float32 `json:"hipfire_time"` // The time that the avatar remains in hipfire.
ThrowHipfireTime float32 `json:"throw_hipfire_time"` // The time that the avatar remains in hipfire after throws.
CrouchTurnSpeedMultiplier float32 `json:"crouch_turn_speed_multiplier"` // The turn speed multiplier used when crouching
ProneTurnSpeedMultiplier float32 `json:"prone_turn_speed_multiplier"` // The turn speed multiplier used when prone
JogTurnSpeedMultiplier float32 `json:"jog_turn_speed_multiplier"` // The turn speed multiplier used when jogging
SprintTurnSpeedMultiplier float32 `json:"sprint_turn_speed_multiplier"` // The turn speed multiplier used when sprinting
DownedTurnSpeedMultiplier float32 `json:"downed_turn_speed_multiplier"` // The turn speed multiplier used when downed
SwimTurnSpeedMultiplier float32 `json:"swim_turn_speed_multiplier"` // The turn speed multiplier used when swimming
SprintNoiseRadius float32 `json:"sprint_noise_radius"` // The noise radius when sprinting, enemies within range will be alerted
}
type MoveSpeeds ¶ added in v0.7.5
type MoveSpeeds struct {
ReversingMultiplier float32 `json:"reversing_multiplier"` // A multiplier to movement speed when moving backwards.
Aim float32 `json:"aim"` // Movement speed when aiming.
Walk float32 `json:"walk"` // Movement speed when walking.
Jog float32 `json:"jog"` // Movement speed when jogging.
Sprint float32 `json:"sprint"` // Movement speed when sprinting.
SprintExerted float32 `json:"sprint_exerted"` // Movement speed when sprinting exerted.
CrouchAim float32 `json:"crouch_aim"` // Movement speed when crouch aiming.
CrouchWalk float32 `json:"crouch_walk"` // Movement speed when crouching.
CrouchJog float32 `json:"crouch_jog"` // Movement speed when crouching.
CrouchSprint float32 `json:"crouch_sprint"` // Movement speed when starting to crouch sprint.
Prone float32 `json:"prone"` // Movement speed when in prone (or downed).
Swim float32 `json:"swim"` // Movement speed when swimming.
}
type OpticSetting ¶ added in v0.7.2
type OpticSetting struct {
OpticsFunction enum.WeaponFunctionType
SomeHash stingray.ThinHash
CrosshairValue enum.CrosshairWeaponType
}
type ParticleEffectSetting ¶ added in v0.7.13
type ParticleEffectSetting struct {
Effect EffectSetting // Particle effect.
ID stingray.ThinHash // [string]The id of this effect. Referenced when playing/stopping this particle effect.
TriggerOnSpawn uint8 // [bool]Should this effect be triggered on spawn?
UnkBool uint8 // [bool] Name length 19
OnDestroy enum.UnitEffectOrphanStrategy // The strategy on how to handle the particle effect when this entity is destroyed.
OnReplace enum.UnitEffectOrphanStrategy // The strategy on how to handle the particle effect when this entity is trying to play an effect that already exists.
OnDeath enum.UnitEffectOrphanStrategy // The strategy on how to handle the particle effect when this entity dies.
OnStop enum.UnitEffectOrphanStrategy // The strategy on how to handle the particle effect we stop the particle effect via effect reference.
UnkBool2 uint8 // [bool] Name Length 15
// contains filtered or unexported fields
}
func (ParticleEffectSetting) ToSimple ¶ added in v0.7.13
func (a ParticleEffectSetting) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup) SimpleParticleEffectSetting
type Piece ¶
type Piece struct {
Path stingray.Hash
Slot CustomizationKitSlot
Type CustomizationKitPieceType
Weight CustomizationKitWeight
Unk00 uint32
MaterialLut stingray.Hash
PatternLut stingray.Hash
CapeLut stingray.Hash
CapeGradient stingray.Hash
CapeNac stingray.Hash
DecalScalarFields stingray.Hash
BaseData stingray.Hash
DecalSheet stingray.Hash
ToneVariations stingray.Hash
}
type ProjectileInfo ¶ added in v0.7.13
type ProjectileInfo struct {
Type enum.ProjectileType `json:"type"`
NameUpper string `json:"name_upper"`
NameCased string `json:"name_cased"`
ShortName string `json:"short_name"`
HudIcon string `json:"hud_icon"` // [material]
Calibre float32 `json:"calibre"`
NumProjectiles uint32 `json:"num_projectiles"`
Speed float32 `json:"speed"`
Mass float32 `json:"mass"`
Drag float32 `json:"drag"`
GravityMultiplier float32 `json:"gravity_multiplier"`
SimulationSteps uint32 `json:"simulation_steps"`
UnkFloat float32 `json:"unk_float"` // Name length 16, maybe simulation_delta?
LifeTime float32 `json:"life_time"`
DamageInfoType enum.DamageInfoType `json:"damage_info_type"`
PenetrationSlowdown float32 `json:"penetration_slowdown"`
ParticleThrusterEffectPath string `json:"particle_thruster_effect_path"` // [particles]
LowAmmoParticleThrusterEffectPath string `json:"low_ammo_particle_thruster_effect_path"` // [particles]
ParticleThrusterEffectLength float32 `json:"particle_thruster_effect_length"`
ParticleTrailEffectPath string `json:"particle_trail_effect_path"` // [particles]
DissipateParticleEffectPath string `json:"dissipate_particle_effect_path"` // [particles]
DisintegrationParticleEffectPath string `json:"disintegration_particle_effect_path"` // [particles]
HitDirectionHintEffect string `json:"hit_direction_hint_effect"` // [particles]
ProjectileUnitPath string `json:"projectile_unit_path"` // [unit]
ExplosionThresholdAngle float32 `json:"explosion_threshold_angle"`
UnkBool bool `json:"unk_bool"` // Name length 23
ExplosionTypeOnImpact enum.ExplosionType `json:"explosion_type_on_impact"`
ExplosionProximity float32 `json:"explosion_proximity"`
ExplosionDelay float32 `json:"explosion_delay"`
ExplosionTypeExpire enum.ExplosionType `json:"explosion_type_expire"`
ArmingDistance float32 `json:"arming_distance"`
DecalSize float32 `json:"decal_size"`
SurfaceImpactType enum.SurfaceImpactType `json:"surface_impact_type"`
RicochetImpactType enum.SurfaceImpactType `json:"ricochet_impact_type"`
MaxRicochets uint32 `json:"max_ricochets"`
RicochetThresholdAngle float32 `json:"ricochet_threshold_angle"`
RicochetThresholdSpeed float32 `json:"ricochet_threshold_speed"`
RicochetAngleLoss float32 `json:"ricochet_angle_loss"`
RicochetSpreadVertical float32 `json:"ricochet_spread_vertical"`
RicochetSpreadHorizontal float32 `json:"ricochet_spread_horizontal"`
AudioCrackEvent uint32 `json:"audio_crack_event"`
AudioRicochetEvent uint32 `json:"audio_ricochet_event"`
AudioTrailEventStart uint32 `json:"audio_trail_event_start"`
AudioTrailEventStop uint32 `json:"audio_trail_event_stop"`
UnkFloat2 float32 `json:"unk_float2"` // name length 31
UnkAudioEvent string `json:"unk_audio_event"` // name length 28
UnkBool2 uint8 `json:"unk_bool2"` // name length 28
StatusEffectVolumeTemplate enum.ProjectileStatusEffectVolumeTemplate `json:"status_effect_volume_template"`
EffectDamageType enum.HitEffectDamageType `json:"effect_damage_type"`
FireTemplate enum.FireTemplate `json:"fire_template"`
UnkBitfield ProjectileInfoBitfield1 `json:"unk_bitfield"`
RaycastTemplate enum.RaycastTemplate `json:"raycast_template"`
UnkAudioEvent2 string `json:"unk_audio_event2"` // Could also be a thinhash? Name length 36
UnkBitfield2 ProjectileInfoBitfield2 `json:"unk_bitfield2"`
UnkVector mgl32.Vec3 `json:"unk_vector"` // name length 34
}
func LoadProjectileSettings ¶ added in v0.7.13
func LoadProjectileSettings(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) ([]ProjectileInfo, error)
type ProjectileInfoBitfield1 ¶ added in v0.7.13
type ProjectileInfoBitfield1 uint16
func (ProjectileInfoBitfield1) Item0 ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) Item0() bool
Name length 16
func (ProjectileInfoBitfield1) Item1 ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) Item1() bool
Name length 24
func (ProjectileInfoBitfield1) Item2 ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) Item2() bool
Name length 32
func (ProjectileInfoBitfield1) Item3 ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) Item3() bool
Name length 29
func (ProjectileInfoBitfield1) Item4 ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) Item4() bool
Name length 27
func (ProjectileInfoBitfield1) Item5 ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) Item5() bool
Name length 27
func (ProjectileInfoBitfield1) Item6 ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) Item6() bool
Name length 13
func (ProjectileInfoBitfield1) Item7 ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) Item7() bool
Name length 12
func (ProjectileInfoBitfield1) Item8 ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) Item8() bool
Name length 17
func (ProjectileInfoBitfield1) Item9 ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) Item9() bool
Name length 15
func (ProjectileInfoBitfield1) Item10 ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) Item10() bool
Name length 23
func (ProjectileInfoBitfield1) Item11 ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) Item11() bool
Name length 26
func (ProjectileInfoBitfield1) Item12 ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) Item12() bool
Name length 28
func (ProjectileInfoBitfield1) MarshalJSON ¶ added in v0.7.13
func (p ProjectileInfoBitfield1) MarshalJSON() ([]byte, error)
Name length 28
type ProjectileInfoBitfield2 ¶ added in v0.7.13
type ProjectileInfoBitfield2 uint8
func (ProjectileInfoBitfield2) Item0 ¶ added in v0.7.13
func (p ProjectileInfoBitfield2) Item0() bool
Name length 20
func (ProjectileInfoBitfield2) Item1 ¶ added in v0.7.13
func (p ProjectileInfoBitfield2) Item1() bool
Name length 22
func (ProjectileInfoBitfield2) MarshalJSON ¶ added in v0.7.13
func (p ProjectileInfoBitfield2) MarshalJSON() ([]byte, error)
Name length 28
type ProjectileInfoBitfieldStruct1 ¶ added in v0.7.13
type ProjectileInfoBitfieldStruct1 struct {
Item0 bool `json:"item0"`
Item1 bool `json:"item1"`
Item2 bool `json:"item2"`
Item3 bool `json:"item3"`
Item4 bool `json:"item4"`
Item5 bool `json:"item5"`
Item6 bool `json:"item6"`
Item7 bool `json:"item7"`
Item8 bool `json:"item8"`
Item9 bool `json:"item9"`
Item10 bool `json:"item10"`
Item11 bool `json:"item11"`
Item12 bool `json:"item12"`
}
type ProjectileInfoBitfieldStruct2 ¶ added in v0.7.13
type ProjectileMultipliers ¶ added in v0.7.2
type ProjectileMultipliers struct {
SpeedMultiplierMin float32 `json:"speed_multiplier_min"` // The value to multiply the projectile speed with when at the smallest charge amount.
SpeedMultiplierOvercharge float32 `json:"speed_multiplier_overcharge"` // The value to multiply the projectile speed with when fully overcharged.
DamageMultiplierMin float32 `json:"damage_multiplier_min"` // The value to multiply the projectile damage with when at the smallest charge amount.
DamageMultiplierOvercharge float32 `json:"damage_multiplier_overcharge"` // The value to multiply the projectile damage with when fully overcharged.
PenetrationMultiplierMin float32 `json:"penetration_multiplier_min"` // The value to multiply the projectile penetration with when at the smallest charge amount.
PenetrationMultiplierOvercharge float32 `json:"penetration_multiplier_overcharge"` // The value to multiply the projectile penetration with when fully overcharged.
DistanceMultiplerMin float32 `json:"distance_multipler_min"` // The value to multiply the arc distance with when at the smallest charge amount.
DistanceMultiplerOvercharge float32 `json:"distance_multipler_overcharge"` // The value to multiply the arc distance with when fully overcharged.
ExtraArcSplitsMin float32 `json:"extra_arc_splits_min"` // The amount of extra splits this arc can do with minimum charge amount.
ExtraArcSplitsOvercharge float32 `json:"extra_arc_splits_overcharge"` // The amount of extra splits this arc can do when fully overcharged.
ExtraArcChainsMin float32 `json:"extra_arc_chains_min"` // The amount of extra chains this arc can do with minimum charge amount.
ExtraArcChainsOvercharge float32 `json:"extra_arc_chains_overcharge"` // The amount of extra chains this arc can do when fully overcharged.
}
type ProjectileWeaponComponent ¶ added in v0.7.2
type ProjectileWeaponComponent struct {
ProjType enum.ProjectileType // Type of projectile it fires.
RoundsPerMinute mgl32.Vec3 // Rounds per minute depending on weapon setting. Y is the default ROF.
ZeroingSlots mgl32.Vec3 // The zeroing distances of the weapon.
ZeroingHipfire float32 // The default zeroing distance while not aiming a weapon
CurrentZeroingSlot uint32 // The slot in the zeroing distances to use by default.
InfiniteAmmo uint8 // [bool]True if this projectile weapon can never run out of ammo.
ProjectileEntity stingray.Hash // [adhd]If this is set an entity is spawned when firing instead of adding a projectile to the projectile manager.
UseFirenodePose float32 // This may not be correct, the type has changed since the last time this member had a name
HeatBuildup WeaponHeatBuildup // Controls visual heat effects on the weapon.
ScaleDownUsedFireNode uint8 // [bool]If set, scale down the used fire node to zero (in order to hide a rocket for example)
OnRoundFiredShakes WeaponCameraShakeInfo // Settings for local and in-world camera shakes to play on every round fired.
NumLowAmmoRounds uint32 // Number of rounds to play the low ammo effects
LowAmmoAudioEvent stingray.ThinHash // [string]Audio event to play in addition to the regular firing audio when low on ammo.
LastBulletAudioEvent stingray.ThinHash // [string]Audio event to play in addition to the regular firing audio for the last bullet.
LastBulletOwnerVOEvent stingray.ThinHash // [string]VO event to play on the owner of the weapon when the last bullet has been fired.
WindEffect enum.WindEffectTemplate // Wind effect template to play when firing.
SpeedMultiplier float32 // Projectile speed multiplier.
DamageAddends HitZoneClassValues // Damage to add to the projectile's value for each damage class. Used by weapon customizaitons.
APAddends HitZoneClassValues // Armor penetration to add to the projectile's value for each damage class. Used by weapon customizaitons.
SpinupTime float32 // Time from 'start fire' to first projectile firing
RPCSyncedFireEvents uint8 // [bool]ONLY USE FOR SINGLE-FIRE/SLOW FIRING WEAPONS. Primarily useful for sniper rifles, explosive one-shots etc. that need the firing event to be highly accurately synced!
CasingEject WeaponCasingEffectInfo // Particle effect of the shellcasing.
MuzzleFlash stingray.Hash // [particles]Particle effect of the muzzle flash, played on attach_muzzle.
ShockwaveType enum.SurfaceImpactType // The surface effect to play normal to the ground underneath the muzzle.
UseFaintShockwave uint8 // [bool]If true, a small shockwave is played when [1m, 2m] from the ground instead of the regular one.
UseMidiEventSystem uint8 // [bool]Fire event will be posted using Wwise's MIDI system as a MIDI sequence (cannot be paused/resumed).
MidiTimingRandomization mgl32.Vec2 // Events posted during the MIDI sequence will have a random time offset, measured in milliseconds.
MidiStopDelay float32 // A delay for when to notify Wwise that the MIDI sequence has stopped, measured in milliseconds.
FireLoopStartAudioEvent stingray.ThinHash // [wwise]The looping audio event to start when starting to fire.
FireLoopStopAudioEvent stingray.ThinHash // [wwise]The looping audio event to play when stopping fire.
FireSingleAudioEvent stingray.ThinHash // [wwise]The audio event to trigger when doing single-fire (if we don't have looping sounds).
FireReflectAudioEvent stingray.ThinHash // [wwise]The audio event to trigger to simulate an early reflection.
SilencedFireReflectAudioEvent stingray.ThinHash // [wwise]The audio event to trigger to simulate an early reflection, with silencer equipped.
HapticsFireLoopStartAudioEvent stingray.ThinHash // [wwise]The looping audio event to start when starting to fire.
HapticsFireLoopStopAudioEvent stingray.ThinHash // [wwise]The looping audio event to play when stopping fire.
HapticsFireSingleAudioEvent stingray.ThinHash // [wwise]The audio event to trigger when doing single-fire (if we don't have looping sounds).
FireLoopCameraShake stingray.Hash // [camera_shake]The camera shake to run when firing
FireLoopCameraShakeRadius mgl32.Vec2 // Inner/outer camera shake radiuses when firing.
SilencedFireLoopStartAudioEvent stingray.ThinHash // [wwise]The looping audio event to start when starting to fire with suppressor.
SilencedFireLoopStopAudioEvent stingray.ThinHash // [wwise]The looping audio event to play when stopping fire with suppressor.
SilencedFireSingleAudioEvent stingray.ThinHash // [wwise]The audio event to trigger when doing single-fire (if we don't have looping sounds) with suppressor.
FireSourceNode stingray.ThinHash // [string]The node to play the firing audio events at.
DryFireAudioEvent stingray.ThinHash // [wwise]The wwise sound id to play when dry firing.
DryFireRepeatAudioEvent stingray.ThinHash // [wwise]The wwise sound id to play when repeatedly dry firing.
HeatPercentageMaterialVariable stingray.ThinHash // [string]The material variable to try to set on each mesh when heat is updated
Silenced uint8 // [bool]If this weapon should use the silenced sound or not. Used by / overridden by customization
AimZeroingQuality enum.ProjectileZeroingQuality // How well to attempt to compensate for drag when aiming. Defaults to High (8 iterations). Set to None to ignore drag.
CasingEjectDisabledOnFire uint8 // [bool]Turns off casing ejection/effects when firing the weapon.
BurstFireRate float32 // If above 0, the fire rate will be changed to this, when the weapon is set to Burst.
WeaponFunctionMuzzleVelocity float32 // If we have the Muzzle Velocity weapon function and we switch to it, what should our projectile velocity be?
WeaponFunctionProjectileType enum.ProjectileType // If we have the Programmable Ammo weapon function and we switch to it, what should our projectile type be?
UnknownParticleHash stingray.Hash // added after strings removed
UnknownBool uint8 // added after strings removed
UnknownEnum uint32 // name length 35
UnknownArray [3]uint32 // name length 19
// contains filtered or unexported fields
}
func (ProjectileWeaponComponent) ToSimple ¶ added in v0.7.2
func (component ProjectileWeaponComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type RackAttach ¶ added in v0.7.6
type RackAttach struct {
Item stingray.Hash
Node stingray.ThinHash // [string]Node where to attach the hellpod rack payload.
Offset mgl32.Vec3 // Offset from 'node'.
RotationOffset mgl32.Vec3 // Rotation offset from 'node' in degrees.
DeployAnimationEvent stingray.ThinHash // [string]Animation to play when deploying this attach.
RetractAnimationEvent stingray.ThinHash // [string]Animation to play when retracting this attach.
RetractAudioEvent stingray.ThinHash // [wwise]
ApplyDeltas uint8 // [bool]If true, apply any stratagem customization deltas to this entity when spawning.
RackSide enum.RackSide // Is this item on the left or right side of the rack? Cannot be left on None.
UnknownBool uint8 // [bool]Unknown, name length 25
// contains filtered or unexported fields
}
type RecoilComponentInfo ¶ added in v0.7.2
type RecoilComponentInfo struct {
HorizontalRecoil float32 `json:"horizontal_recoil"` // Defined in degrees / second, first value is first shot, second value is when rounds fired.
VerticalRecoil float32 `json:"vertical_recoil"` // Defined in degrees / second, first value is first shot, second value is when rounds fired.
HorizontalBias float32 `json:"horizontal_bias"` // In format Start / End: How much the recoil is biased, 0 is center.
RandomAmount mgl32.Vec2 `json:"random_amount"` // How much of the drift is random per axis. (0-1). Default 10% for vertical and 100% for horizontal. Higher values means larger range (1 is full).
}
type RecoilInfo ¶ added in v0.7.2
type RecoilInfo struct {
Drift RecoilComponentInfo `json:"drift"` // In what way the gun is affected by the recoil.
Climb RecoilComponentInfo `json:"climb"` // In what way the camera is affected by the recoil.
UnkFloat float32 `json:"unknown_float"` // Might be a weight or something
}
type RecoilModifiers ¶ added in v0.7.2
type RecoilModifiers struct {
HorizontalMultiplier float32 `json:"horizontal_multiplier"` // This is both applied to climb and drift, and to both start and end values of recoil
VerticalMultiplier float32 `json:"vertical_multiplier"` // This is both applied to climb and drift, and to both start and end values of recoil.
DriftHorizontalMultiplier float32 `json:"drift_horizontal_multiplier"` // This applies only to drift recoil values, and to both start and end values of recoil
DriftVerticalMultiplier float32 `json:"drift_vertical_multiplier"` // This applies only to drift recoil values, and to both start and end values of recoil.
ClimbHorizontalMultiplier float32 `json:"climb_horizontal_multiplier"` // This applies only to climb recoil values, and to both start and end values of recoil
ClimbVerticalMultiplier float32 `json:"climb_vertical_multiplier"` // This applies only to climb recoil values, and to both start and end values of recoil
}
type SeekingMissileComponent ¶ added in v0.7.6
type SeekingMissileComponent struct {
TargetingMode enum.SeekingMissileTargetingMode // Determines which targeting mode is used.
UnknownFloat float32 // name length 19, maybe targeting_mode_time?
AutoplayStartingEffects uint8 // [bool]If disabled, the missile wont play the audio and trail FX.
TimeToEnableGuidance float32 // Time that it takes to enable guidance, 0 means will be enable from the start, -1 means that we should enable it manually.
TimeToDisableGuidance float32 // Time that it takes to disable guidance, 0 means will be disable from the start, -1 means that we should disable it manually.
UnknownFloat2 float32 // name length 27
UnknownFloat3 float32 // name length 28
AngleLostGuidance float32 // [0,180] - If the angle between the target and the missile exceeds this, disable guidance
MovementPredictionAccuracy float32 // [0,1] - How much the missile is predicting the point of impact depending on current target velocity (1 is best prediction)
TimeToEnableMovement float32 // Time that it takes to enable movement, 0 means will be enable from the start, -1 means that we should enable it manually.
TimeToEnableExplosive float32 // Time that it takes to enable explosive, 0 means will be enable from the start, -1 means that we should enable it manually.
MaxLifetime float32 // Time before the missile blows itself up. Set to 0 or lower to disable and have the missile live forever.
StartingSpeed float32 // The speed at which the missile launches at.
MinimumSpeed float32 // The minimum speed at which this missile can travel.
PreferredSpeed float32 // The target speed at which this missile wants to travel.
Acceleration float32 // The missile's speed acceleration.
MaxAngleToTarget float32 // The missile will be at its slowest but turn the fastest at or above this angle to the target.
MinTurnSpeed float32 // How fast this missile can turn while going at its preferred speed.
MaxTurnSpeed float32 // How fast this missile can turn while going at its slowest speed.
PFactor float32 // How much of the difference in current and target speed to consider when changing speed.
IFactor float32 // How much of the speed difference over time to consider.
DFactor float32 // How much of the speed delta to consider.
TargetUpdateInterval float32 // How often do we update our target?
MissileTrail EffectSetting // Particle effect trail that gets attached to the missile.
MissileTrailAudioEvent stingray.ThinHash // [wwise]What audio event to play when the missile is fired.
MissileTrailAudioEventStop stingray.ThinHash // [wwise]What audio event to play when the missile has exploded.
TargetDotMinimum float32 // What's the minimum dot product between the current forward of this entity and its target position before we can update the position? -1 to disable.
JavelinFiringMode uint8 // [bool]When enabled, the missile that is fired will curve up and then down.
MovementShouldBeProcessedByProjectileSystem uint8 // [bool]If set, the projectile system will handle collision/explosions/damages/vfx/sfx getting that data from the projectile setting.
ProjectileTypeToProcess enum.ProjectileType // The projectile type that it should process by the projectile manager, if it set to none it should be passed through the spawn context.
Deviation SeekingMissileDeviationSettings // A struct containing info about missile deviations
UnknownFloat4 float32 // Name length 31
UnknownHash stingray.ThinHash // Name length 28
UnknownBool uint8 // Name length 23
UnknownBool2 uint8 // Name length 28
UnknownFloat5 float32 // Name length 35
UnknownFloat6 float32 // Name length 35
// contains filtered or unexported fields
}
func (SeekingMissileComponent) ToSimple ¶ added in v0.7.6
func (w SeekingMissileComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type SeekingMissileDeviationSettings ¶ added in v0.7.6
type SeekingMissileDeviationSettings struct {
Enabled uint8 // [bool] Not 100% sure this is correct, but it matches the name length and would make sense
MinSeekingDeviation float32 // Not sure, name length 21
MaxSeekingDeviation float32 // Not sure, name length 21
UnkFloat3 float32 // Not sure, name length 21
UnkFloat4 float32 // Not sure, name length 21
UnkVector mgl32.Vec3 // Name length 27
UnkVector2 mgl32.Vec3 // Name length 27
UnkBool uint8 // Name length 38
UnkFloat5 float32 // Name length 29
UnkFloat6 float32 // Name length 21
UnkFloat7 float32 // Name length 18
UnkFloat8 float32 // Name length 22
UnkFloat9 float32 // Name length 39
// contains filtered or unexported fields
}
type SimpleAbilityComponent ¶ added in v0.7.11
type SimpleAbilityComponent struct {
SpawnAbilities []SpawnAbility `json:"spawn_abilities"`
}
type SimpleActiveEffectSetting ¶ added in v0.7.2
type SimpleActiveEffectSetting struct {
ID string `json:"id"`
StartEnabled bool `json:"start_enabled"`
Effect SimpleEffectSetting `json:"effect"`
}
type SimpleAnimationComponent ¶ added in v0.7.2
type SimpleAnimationComponent struct {
MergeOptions AnimationMergeOptions `json:"merge_options"`
Variables []SimpleAnimationVariable `json:"variables,omitempty"`
HotjoinSyncAnimationTime bool `json:"hotjoin_sync_animation_time"`
IgnoreInvisibileUnitsForLods bool `json:"ignore_invisible_units_for_lods"`
}
type SimpleAnimationVariable ¶ added in v0.7.2
type SimpleArcWeaponComponent ¶ added in v0.7.2
type SimpleArcWeaponComponent struct {
Type enum.ArcType `json:"arc_type"` // Type of arc it fires
RoundsPerMinute float32 `json:"rounds_per_minute"` // Rounds per minute depending on weapon setting.
InfiniteAmmo bool `json:"infinite_ammo"` // [bool]True if this projectile weapon can never run out of ammo.
RPCSyncedFireEvents bool `json:"rpc_synced_fire_events"` // [bool]ONLY USE FOR SINGLE-FIRE/SLOW FIRING WEAPONS. Primarily useful for sniper rifles, explosive one-shots etc. that need the firing event to be highly accurately synced!
FireSingleAudioEvent string `json:"fire_single_audio_event"` // [wwise]The audio event to trigger when doing single-fire (if we don't have looping sounds).
UnknownHash string `json:"unknown_event"` // Unknown, name length 27
FireFailAudioEvent string `json:"fire_fail_audio_event"` // [wwise]The audio event to trigger when the arc fails to hit anything on the first shot.
HapticsFireSingleAudioEvent string `json:"haptics_fire_single_audio_event"` // [wwise]The audio event to trigger when doing single-fire (if we don't have looping sounds).
FireSourceNode string `json:"fire_source_node"` // [string]The node to play the firing audio events at.
OnRoundFiredShakes SimpleWeaponCameraShakeInfo `json:"on_round_fired_shakes"` // Settings for local and in-world camera shakes to play on every round fired.
MuzzleFlash string `json:"muzzle_flash"` // [particles]Particle effect of the muzzle flash, played on attach_muzzle.
MuzzleFlashFail string `json:"muzzle_flash_fail"` // [particles]Particle effect of the muzzle flash, when the arc weapon fails to hit, played on attach_muzzle.
}
type SimpleAttachableComponent ¶ added in v0.7.6
type SimpleAttachableComponent struct {
DynamicActor string `json:"dynamic_actor"`
AttachedDynamicActor string `json:"attached_dynamic_actor"`
UseAllDynamicActors bool `json:"use_all_dynamic_actors"`
Offset mgl32.Vec3 `json:"offset"`
RotationOffset mgl32.Vec3 `json:"rotation_offset"`
OffsetNode string `json:"offset_node"`
AttachAnim string `json:"attach_anim"`
ParentAttachAnim string `json:"parent_attach_anim"`
DetachAnim string `json:"detach_anim"`
ParentDetachAnim string `json:"parent_detach_anim"`
AffectScale bool `json:"affect_scale"`
IgnoreWeaponDamageForParent bool `json:"ignore_weapon_damage_for_parent"`
InheritAngularMomentum bool `json:"inherit_angular_momentum"`
UnknownBool1 bool `json:"unknown_bool1"`
UnknownBool2 bool `json:"unknown_bool2"`
UnknownBool3 bool `json:"unknown_bool3"`
}
type SimpleAvatarComponent ¶ added in v0.7.5
type SimpleAvatarComponent struct {
InputInfo AvatarInputSettings `json:"input_info"` // Contains information about avatar input handling
MovementInfo MoveInfo `json:"movement_info"` // Contains information about avatar movement
SteepSlopeMovement SteepSlopeMovementInfo `json:"steep_slope_movement"` // Contains information about avatar movement in steep slopes
SlideMovementInfo ActionSlideMovementInfo `json:"slide_movement_info"` // Contains information about the avatar action slide
ClimbInformation ClimbInfo `json:"climb_information"` // Contains information about avatar climbing behaviour
ShortThrowInfo ThrowInfo `json:"short_throw_info"` // Contains information about throwing stuff underhand.
LongThrowInfo ThrowInfo `json:"long_throw_info"` // Contains information about throwing stuff overhand.
DetectInfo DetectionInfo `json:"detect_info"` // Contains information about stealth and being detected.
WeatheringSettings AvatarWeatheringSettings `json:"weathering_settings"` // Contains information about how fast dirt and wear and tear is added to the avatar.
MovementHaptics SimpleAvatarMovementHapticsSettings `json:"movement_haptics"` // Contains information about the avatar's movement haptics.
ExertionLevels []SimpleExertionLevelInfo `json:"exertion_levels"` // The different levels of exertion levels.
ExertionVoiceOverParams SimpleExertionVoParams `json:"exertion_voice_over_params"` // Different VO Events
HealSelfDuration float32 `json:"heal_self_duration"` // The duration in seconds it takes to heal yourself.
HealSelfDecayWaitTime float32 `json:"heal_self_decay_wait_time"` // The duration in seconds to wait before starting to decaying healing progress.
HealSelfDecayRate float32 `json:"heal_self_decay_rate"` // The rate at which your healing progress decays if not healing.
HealSelfCancelDamageAmount float32 `json:"heal_self_cancel_damage_amount"` // The amount of damage you take for cancelling healing.
RagdollDamageVelocityLower float32 `json:"ragdoll_damage_velocity_lower"` // The lower value at which our limbs deal ragdoll damage.
RagdollDamageVelocityUpper float32 `json:"ragdoll_damage_velocity_upper"` // The upper value at which our limbs deal ragdoll damage.
RagdollDamageMin float32 `json:"ragdoll_damage_min"` // The lowest amount of ragdoll damage we deal.
RagdollDamageMax float32 `json:"ragdoll_damage_max"` // The highest amount of ragdoll damage we deal.
RagdollDamageSnowModifier float32 `json:"ragdoll_damage_snow_modifier"` // The modifier which we decrease ragdoll damage in snow by.
MinAimDuration float32 `json:"min_aim_duration"` // Time it takes to aim at max ergonomics level
MaxAimDuration float32 `json:"max_aim_duration"` // Time it takes to aim at min ergonomics level
MinFireReadyDuration float32 `json:"min_fire_ready_duration"` // Time it takes to get ready to fire a shot at max ergonomics level
MaxFireReadyDuration float32 `json:"max_fire_ready_duration"` // Time it takes to get ready to fire a shot at min ergonomics level
TauntTimeBeforeDrain float32 `json:"taunt_time_before_drain"` // Time it takes for the taunt probability to start draining
TauntDrainPerSecond float32 `json:"taunt_drain_per_second"` // How much of the taunt probability we drain per second
TauntOnTriggerProbabilityMul float32 `json:"taunt_on_trigger_probability_mul"` // By how much do we multiply the probability upon a successful taunt?
TauntCooldownTimer float32 `json:"taunt_cooldown_timer"`
}
type SimpleAvatarMovementHapticsSettings ¶ added in v0.7.5
type SimpleAvatarMovementHapticsSettings struct {
LeftSprinting string `json:"left_sprinting"` // [wwise]Left sprinting haptic
RightSprinting string `json:"right_sprinting"` // [wwise]Right sprinting haptic
LeftJogging string `json:"left_jogging"` // [wwise]Left jogging haptic
RightJogging string `json:"right_jogging"` // [wwise]Right jogging haptic
LeftWalking string `json:"left_walking"` // [wwise]Left walking haptic
RightWalking string `json:"right_walking"` // [wwise]Right walking haptic
LeftCrouching string `json:"left_crouching"` // [wwise]Left crouching haptic
RightCrouching string `json:"right_crouching"` // [wwise]Right crouching haptic
LeftCrawling string `json:"left_crawling"` // [wwise]Left crawling haptic
RightCrawling string `json:"right_crawling"` // [wwise]Right crawling haptic
}
type SimpleBeamWeaponComponent ¶ added in v0.7.2
type SimpleBeamWeaponComponent struct {
Type enum.BeamType `json:"beam_type"`
Prisms BeamPrisms `json:"beam_prisms"`
//ScopeResponsiveness float32 `json:"scope_responsiveness"`
ScopeCrosshair mgl32.Vec2 `json:"scope_crosshair"`
FocalDistances mgl32.Vec3 `json:"focal_distances"`
UseFirenodePose float32 `json:"use_firenode_pose"`
UseMidiEventSystem bool `json:"use_midi_event_system"`
MidiTimingRandomization mgl32.Vec2 `json:"midi_timing_randomization"`
MidiStopDelay float32 `json:"midi_stop_delay"`
FireLoopStartAudioEvent string `json:"fire_loop_start_audio_delay"`
FireLoopStopAudioEvent string `json:"fire_loop_stop_audio_event"`
FireSingleAudioEvent string `json:"fire_single_audio_event"`
UnkAudioEvent string `json:"unk_audio_event"` // name length 27
MuzzleFlash string `json:"muzzle_flash"`
NoiseTimer float32 `json:"noise_timer"`
FireSourceNode string `json:"fire_source_node"`
DryFireAudioEvent string `json:"dry_fire_audio_event"`
DryFireRepeatAudioEvent string `json:"dry_fire_repeat_audio_event"`
OnFireStartedWielderAnimEvent string `json:"on_fire_started_wielder_anim_event"`
OnFireStoppedWielderAnimEvent string `json:"on_fire_stopped_wielder_anim_event"`
UnkBool bool `json:"unk_bool"`
UnkInt int32 `json:"unk_int"`
UnkInt2 int32 `json:"unk_int2"`
}
type SimpleCameraShake ¶ added in v0.7.13
type SimpleCameraShake struct {
Shake string `json:"shake"` // [camera_shake]
NodeId string `json:"node_id"` // [string]
Offset mgl32.Vec3 `json:"offset"`
InnerRadius float32 `json:"inner_radius"`
InnerOuter float32 `json:"inner_outer"`
OrphanedPolicy enum.UnitEffectOrphanStrategy `json:"orphaned_policy"`
Linked bool `json:"linked"`
}
type SimpleCameraShakeSettings ¶ added in v0.7.13
type SimpleCameraShakeSettings struct {
ID string `json:"id"` // [string]The id of this effect. Referenced when playing/stopping this particle effect.
Settings SimpleCameraShake `json:"settings"` // Camera shake settings.
OnDestroy enum.UnitEffectOrphanStrategy `json:"on_destroy"` // The strategy on how to handle the camera shake when this entity is destroyed.
OnReplace enum.UnitEffectOrphanStrategy `json:"on_replace"` // The strategy on how to handle the camera shake when this entity is trying to play an effect that already exists.
OnDeath enum.UnitEffectOrphanStrategy `json:"on_death"` // The strategy on how to handle the camera shake when this entity dies.
}
type SimpleCharacterNameComponent ¶ added in v0.7.3
type SimpleDamageableZone ¶ added in v0.7.2
type SimpleDamageableZone struct {
Info SimpleDamageableZoneInfo `json:"info"` // Damageable Zone Info
Actors []string `json:"actors,omitempty"` // [string]Damageable Zone Actors
}
type SimpleDamageableZoneInfo ¶ added in v0.7.2
type SimpleDamageableZoneInfo struct {
OnDeadEffect SimpleEffectSetting `json:"on_dead_effect"` // Particle effect to play when this damage zone dies
OnDownedEffect SimpleEffectSetting `json:"on_downed_effect"` // Particle effect to play when this damage zone gets downed.
ZoneName string `json:"zone_name"` // [string]The name of this zone
OnDeadScriptEvent string `json:"on_dead_script_event"` // [string]The script event to trigger when this damage zone dies.
OnDeadAnimationEvent string `json:"on_dead_animation_event"` // [string]The animation event to trigger when this damage zone dies.
OnDeadUnknownEvent string `json:"on_dead_unknown_event"` // Some event grouped with other on dead events with a name length of 31 chars.
OnDeadAudioEvent string `json:"on_dead_audio_event"` // [wwise]The audio event to trigger when this damage zone dies.
OnDeadAudioEventNode string `json:"on_dead_audio_event_node"` // [string]The audio node to use when this damage zone dies.
OnDeadUnknownBool bool `json:"on_dead_unknown_bool"` // An unknown bool with a name length of 34 chars
OnDeadHideVisiblityGroup string `json:"on_dead_hide_visiblity_group"` // [string]Visibility group to hide when this damage zone dies.
OnDeadShowVisiblityGroup string `json:"on_dead_show_visiblity_group"` // [string]Visibility group to show when this damage zone dies.
OnDeadHideVisiblityMask string `json:"on_dead_hide_visiblity_mask"` // [string]Visibility mask to hide when this damage zone dies.
OnDeadShowVisiblityMask string `json:"on_dead_show_visiblity_mask"` // [string]Visibility mask to show when this damage zone dies.
OnDownedHideVisiblityMask string `json:"on_downed_hide_visiblity_mask"` // [string]Visibility mask to hide when this damage zone gets downed.
OnDownedShowVisiblityMask string `json:"on_downed_show_visiblity_mask"` // [string]Visibility mask to show when this damage zone gets downed.
DestroyedAssignmentEvent string `json:"destroyed_assignment_event"` // [string]Assignment event tag to send when destroyed, either once when killed or once when entering downed state
OnDeadLocomotionSet string `json:"on_dead_locomotion_set"` // [string]The name of the locomotion set to activate when it dies. It will not trigger if another zone that affects locomotion is dead. In this case the locomotion set 'crawling' will be triggered.
OnHitScriptEvent string `json:"on_hit_script_event"` // [string]The script event to trigger when this damage zone gets hit without taking damage.
OnBleedoutScriptEvent string `json:"on_bleedout_script_event"` // [string]The script event to trigger when this damage zone gets bled out.
OnDownedScriptEvent string `json:"on_downed_script_event"` // [string]The script event to trigger when this damage zone goes into constitution.
OnHealScriptEvent string `json:"on_heal_script_event"` // [string]The script event to trigger when this damage zone gets healed.
OnDownedAudioEvent string `json:"on_downed_audio_event"` // [wwise]The audio event to trigger when this damage zone goes into constitution.
OnDownedAudioEventNode string `json:"on_downed_audio_event_node"` // [string]The audio node to use when this damage zone goes into constitution.
OnDownedLocomotionSet string `json:"on_downed_locomotion_set"` // [string]The name of the locomotion set to activate when it goes into constitution. It will not trigger if another zone that affects locomotion is dead. In this case the locomotion set 'crawling' will be triggered.
OnDamageScriptEvent string `json:"on_damage_script_event"` // [string]The script event to trigger when this damage zone takes damage.
DamageMultiplier enum.DamageMultiplier `json:"damage_multiplier"` // Damage Multiplier
DamageMultiplierDPS enum.DamageMultiplier `json:"damage_multiplier_dps"` // Damage Multipler for DPS weapons
ProjectileDurableResistance float32 `json:"projectile_durable_resistance"` // Projectiles have 2 damages - Normal and Durable. This indicates how much it should scale the damage between the 2 values [Normal] -> [Durable].
Armor uint32 `json:"armor"` // Armor
ArmorAngleCheck bool `json:"armor_angle_check"` // [bool]Whether or not projectiles should check for armor penetration boost on hit.
MaxArmor uint32 `json:"max_armor"` // Maximum armor the angle check scales to.
IgnoreArmorOnSelf bool `json:"ignore_armor_on_self"` // [bool]If checked, this entity does (not?) apply armor reduction on damage to itself, but still applies armor penetration reduction on the thing damaging it. Useful for shields that should take damage but stop projectiles/beams.
Health int32 `json:"health"` // The max health of this zone
Constitution int32 `json:"constitution"` // The max constitution of the zone
Immortal bool `json:"immortal"` // [bool]If this is true, this zone cannot die until the entire entity dies.
CausesDownedOnDowned bool `json:"causes_downed_on_downed"` // [bool]If this is true, the downing of this zone puts the entity in constitution.
CausesDeathOnDowned bool `json:"causes_death_on_downed"` // [bool]If this is true, the downing of this zone triggers the immediate death of the entity.
CausesDownedOnDeath bool `json:"causes_downed_on_death"` // [bool]If this is true, the death of this zone puts the entity in constitution.
CausesDeathOnDeath bool `json:"causes_death_on_death"` // [bool]If this is true, the death of this zone triggers the immediate death of the entity.
AffectsMainHealth float32 `json:"affects_main_health"` // As a multiplier between 0-1, this damage only affects the health pool of the damageable zone itself, not the entity's main health.
ChildZones []string `json:"child_zones"` // [string]The name of the zones that are children to this zone.
KillChildrenOnDeath bool `json:"kill_children_on_death"` // [bool]If true, when this damageable zone dies we will kill all of it's child damageable zones as well.
RegenerationEnabled bool `json:"regeneration_enabled"` // [bool]If true, this damage zone will regenerate when the health components regeneration cooldown isn't active.
BleedoutEnabled bool `json:"bleedout_enabled"` // [bool]If true, this damage zone will start to bleedout when it's entered constitution.
AffectedByExplosions bool `json:"affected_by_explosions"` // [bool]If true, explosions are applied to this damage zone. If not, the default zone is affected.
ExplosiveDamagePercentage float32 `json:"explosive_damage_percentage"` // idk, 27 chars long
UnknownFloat2 float32 `json:"unknown_float2"` // idk, 28 chars long
OnDeadDisableAllActors bool `json:"on_dead_disable_all_actors"` // [bool]If true, we disable all actors in this damage zone as it dies.
UnknownBool bool `json:"unknown_bool"` // idk, 23 chars long
ExplosionVerificationMode enum.ExplosionVerificationMode `json:"explosion_verification_mode"` // Defines when explosions are verified by raycast.
MainHealthAffectCappedByZoneHealth bool `json:"main_health_affect_capped_by_zone_health"` // [bool]If true, the main health contribution is capped by the health + constitutiuon of the damage zone. Should be true for zones that can be gibbed/dismembered.
HitEffectReceiverType enum.HitEffectReceiverType `json:"hit_effect_receiver_type"` // The type of hit effect to play when the zone gets hit. If this is set to HitEffectReceiverType_Count, it will assume the hit effect of the HitEffectComponent.
UseSurfaceEffect bool `json:"use_surface_effect"` // [bool]If enabled, will use the surface effect rather than the hit effect.
HealthEventTriggers []SimpleHealthEventTrigger `json:"health_event_triggers"` // Events that get played at certain health percentages.
UnknownHash string `json:"unknown_hash"` // Unknown, 31 chars long
UnknownFloat3 float32 `json:"unknown_float3"` // Unknown, 30 chars long
UnknownBool2 bool `json:"unknown_bool2"` // Unknown, 9 chars long
UnknownBool3 bool `json:"unknown_bool3"` // Unknown, 14 chars long
}
type SimpleDangerWarningComponent ¶ added in v0.7.6
type SimpleDangerWarningComponent struct {
WarningType enum.DangerWarningType `json:"warning_type"`
TriggerRadius float32 `json:"trigger_radius"`
StartActive bool `json:"start_active"`
}
type SimpleDepositComponent ¶ added in v0.7.6
type SimpleDepositComponent struct {
Capacity uint32 `json:"capacity"`
StartAmount int32 `json:"start_amount"`
RefillAmount uint32 `json:"refill_amount"`
DeductOwnerVoEvent string `json:"deduct_owner_vo_event"`
LastDeductOwnerVoEvent string `json:"last_deduct_owner_vo_event"`
DronePath string `json:"drone_path"`
FriendlyInteractAbility enum.AbilityId `json:"friendly_interact_ability"`
SelfInteractAbility enum.AbilityId `json:"self_interact_ability"`
ShowSelfInteract bool `json:"show_self_interact"`
NodeHidingOrder []string `json:"node_hiding_order"`
NodeHidingOrderPostAnimEvent string `json:"node_hiding_order_post_anim_event"`
RefillStyle enum.DepositRefill `json:"refill_style"`
AssistedReloadWeaponPath string `json:"assisted_reload_weapon_path"`
}
type SimpleEffectReferenceComponent ¶ added in v0.7.13
type SimpleEffectReferenceComponent struct {
CallOnDestroyOnEntityRemoval bool `json:"call_on_destroy_on_entity_removal"`
Effects []SimpleParticleEffectSetting `json:"effects,omitempty"`
Units []SimpleSpawnUnitEffectSettings `json:"units,omitempty"`
CameraShakes []SimpleCameraShakeSettings `json:"camera_shakes,omitempty"`
}
type SimpleEffectSetting ¶ added in v0.7.2
type SimpleEffectSetting struct {
ParticleEffect string `json:"particle_effect"`
Offset mgl32.Vec3 `json:"offset"`
RotationOffset mgl32.Vec3 `json:"rotation_offset"`
NodeName string `json:"node"`
TriggerEmitEventName string `json:"trigger_emit_event_name"`
LinkOption enum.UnitEffectOrphanStrategy `json:"link_option"`
InheritRotation bool `json:"inherit_rotation"`
Linked bool `json:"linked"`
SpawnOnCamera bool `json:"spawn_on_camera"`
}
type SimpleEncyclopediaEntryComponent ¶ added in v0.7.13
type SimpleEncyclopediaEntryComponent struct {
LocName string `json:"loc_name,omitempty"`
LocNamePlural string `json:"loc_name_plural,omitempty"`
LocNameUpper string `json:"loc_name_upper,omitempty"`
LocNameShort string `json:"loc_name_short,omitempty"`
LocNameShortUpper string `json:"loc_name_short_upper,omitempty"`
Description string `json:"description,omitempty"`
DescriptionUpper string `json:"description_upper,omitempty"`
DescriptionShort string `json:"description_short,omitempty"`
DescriptionShortUpper string `json:"description_short_upper,omitempty"`
Prefix string `json:"prefix,omitempty"`
Fluff string `json:"fluff,omitempty"`
Icon string `json:"icon"`
}
type SimpleEnemyPackageComponent ¶ added in v0.7.3
type SimpleEnemyTagSwap ¶ added in v0.7.6
type SimpleEntity ¶ added in v0.7.2
type SimpleEquipmentComponent ¶ added in v0.7.6
type SimpleEquipmentComponent struct {
WieldNode string `json:"wield_node"`
WieldNodeRotationOffset mgl32.Vec3 `json:"wield_node_rotation_offset"`
WieldNodePositionOffset mgl32.Vec3 `json:"wield_node_position_offset"`
HolsterNode string `json:"holster_node"`
HolsterNodeRotationOffset mgl32.Vec3 `json:"holster_node_rotation_offset"`
HolsterNodePositionOffset mgl32.Vec3 `json:"holster_node_position_offset"`
HolsterDuration float32 `json:"holster_duration"`
WieldDuration float32 `json:"wield_duration"`
PickupDuration float32 `json:"pickup_duration"`
UnknownHash string `json:"unknown_hash"`
WieldAnimation string `json:"wield_animation"`
PickupAnimation string `json:"pickup_animation"`
HolsterAnimation string `json:"holster_animation"`
DropAnimation string `json:"drop_animation"`
AmmocheckAnimation string `json:"ammocheck_animation"`
UnknownBool bool `json:"unknown_bool"`
UnknownBool2 bool `json:"unknown_bool2"`
HolsterDurationForAttach float32 `json:"holster_duration_for_attach"`
WieldDurationForAttach float32 `json:"wield_duration_for_attach"`
AttachLerpTime float32 `json:"attach_lerp_time"`
OnHolsterAnimationEvent string `json:"on_holster_animation_event"`
WieldAnimationSelf string `json:"wield_animation_self"`
PickupAnimationSelf string `json:"pickup_animation_self"`
HolsterAnimationSelf string `json:"holster_animation_self"`
UnknownHash3 string `json:"unknown_hash3"`
EquipmentType enum.EquipmentType `json:"equipment_type"`
DropMode enum.EquipmentDropMode `json:"drop_mode"`
DropAudioEvent string `json:"drop_audio_event"`
UnknownAudioEvent string `json:"unknown_event"`
DropIconUi string `json:"drop_icon_ui"`
PickupAudioEvent string `json:"pickup_audio_event"`
UnknownEvent2 string `json:"unknown_event2"`
UnknownEvent3 string `json:"unknown_event3"`
UnknownEvent4 string `json:"unknown_event4"`
WeaponSwitchWieldAudioEvent string `json:"weapon_switch_wield_audio_event"`
WeaponSwitchHolsterAudioEvent string `json:"weapon_switch_holster_audio_event"`
PickupAbility enum.AbilityId `json:"pickup_ability"`
DropAbility enum.AbilityId `json:"drop_ability"`
GripType enum.WeaponGripType `json:"grip_type"`
IsOneHanded bool `json:"is_one_handed"`
AllowWieldOnShip bool `json:"allow_wield_on_ship"`
ShowInPickupWidget bool `json:"show_in_pickup_widget"`
HolsterUnit string `json:"holster_unit"`
HintId string `json:"hint_id"`
UnknownHash4 string `json:"unknown_hash4"`
EquipmentWwiseIndex enum.EquipmentWwiseIndex `json:"equipment_wwise_index"`
BackpackWwiseIndex enum.BackpackWwiseIndex `json:"backpack_wwise_index"`
UseBackpackFilledSwitch bool `json:"use_backpack_filled_switch"`
UnknownHash5 string `json:"unknown_hash5"`
}
type SimpleExertionLevelInfo ¶ added in v0.7.5
type SimpleExertionLevelInfo struct {
Index enum.ExertionLevelIndex `json:"index"` // The corresponding index to this level.
ExertionThreshold float32 `json:"exertion_threshold"` // The Threshold of exertion that considers this level.
SwayMultiplierScoped float32 `json:"sway_multiplier_scoped"` // Multiplier to sway when scoped, changing its magnitude
SwayMultiplierThirdperson float32 `json:"sway_multiplier_thirdperson"` // Multiplier to sway in thirdperson, changing its magnitude
SwayFrequencyMultiplierScoped float32 `json:"sway_frequency_multiplier_scoped"` // Multiplier to sway when scoped, changing its frequency
SwayFrequencyMultiplierThirdperson float32 `json:"sway_frequency_multiplier_thirdperson"` // Multiplier to sway in thirdperson, changing its frequency
SwayRecoilMultiplierScoped float32 `json:"sway_recoil_multiplier_scoped"` // Multiplier to sway when scoped, changing its recoil
SwayRecoilMultiplierThirdperson float32 `json:"sway_recoil_multiplier_thirdperson"` // Multiplier to sway in thirdperson, changing its recoil
SwayInterpSpeed float32 `json:"sway_interp_speed"` // The interpolation speed used for all sway values
EnterAnimationEvent string `json:"enter_animation_event"` // [string]The animation event to play when entering this exertion level.
ExitAnimationEvent string `json:"exit_animation_event"` // [string]The animation event to play when exiting this exertion level.
ExertionGrowsVo string `json:"exertion_grows_vo"` // [string]Breath Audio event
ExertionRecoversVo string `json:"exertion_recovers_vo"` // [string]Breath Audio event
}
type SimpleExertionVoParams ¶ added in v0.7.5
type SimpleExertionVoParams struct {
OnDeath string `json:"on_death"` // [string] audio event to play on death
OnSpawn string `json:"on_spawn"` // [string] audio event to play on spawn
OnExertionStart string `json:"on_exertion_start"` // [string] audio event to play on exertion start
OnExertionStop string `json:"on_exertion_stop"` // [string] audio event to play on exertion stop
OnBleedoutStop string `json:"on_bleedout_stop"` // [string] audio event to play on bleedout stop
InjuryHpThreshold float32 `json:"injury_hp_threshold"` // injury_hp_threshold
CriticalBleedHpThreshold float32 `json:"critical_bleed_hp_threshold"` // critical_bleed_hp_threshold
}
type SimpleExplorationRewardComponent ¶ added in v0.7.11
type SimpleExplorationRewardComponent struct {
AbilityIdAtInteraction enum.AbilityId `json:"ability_id_at_interaction"`
AudioEventAtInteraction string `json:"audio_event_at_interaction"`
AnimationEventAtInteraction string `json:"animation_event_at_interaction"`
AbilityIdAtInteractionInteractor enum.AbilityId `json:"ability_id_at_interaction_interactor"`
ShouldDestroyAfterInteraction bool `json:"should_destroy_after_interaction"`
DefaultExplorationRewardType enum.ExplorationRewardType `json:"default_exploration_reward_type"`
}
type SimpleExplosiveComponent ¶ added in v0.7.13
type SimpleExplosiveComponent struct {
Mode enum.ExplosiveMode `json:"mode"` // Selects the mode of behavior for the explosive.
CollisionRaycastFilter enum.RaycastTemplate `json:"collision_raycast_filter"` // Selects the filter used for raycast collision detection
ArmingDelay float32 `json:"arming_delay"` // Time it takes to arm the explosive.
ExplosionDelay float32 `json:"explosion_delay"` // Time it takes from armed to explosion. For impact, this is the minimum timer!
RemovalDelay float32 `json:"removal_delay"` // Time it takes to remove the explosive after detonating.
StartActive bool `json:"start_active"` // [bool]The explosive has to be active before it can be armed.
HideOnExplosion bool `json:"hide_on_explosion"` // [bool]The explosive is hidden immediately on explosion, then removed later.
DestroyActorOnExplosion bool `json:"destroy_actor_on_explosion"` // [bool]The explosive is hidden immediately on explosion, then removed later.
IgnoreFriendlyFire bool `json:"ignore_friendly_fire"` // [bool]The explosive will not trigger if colliding with friendlies.
UnkBool bool `json:"unk_bool"` // [bool] Name length 20
ImpactDistance float32 `json:"impact_distance"` // The minimum distance ahead of the explosive's root to check for collisions that trigger the impact explosion.
ImpactAirburstDistance float32 `json:"impact_airburst_distance"` // Impact Only! Distance to check to the ground to check for airburst explosion.
ExplosionType enum.ExplosionType `json:"explosion_type"` // The type of explosion, see explosion_settings.h for types.
ImpactExplosionType enum.ExplosionType `json:"impact_explosion_type"` // The type of explosion, see explosion_settings.h for types.
OnExplodedSound uint32 `json:"on_exploded_sound"` // [wwise]The sound to play when this entity explodes. Outside of the actual explosion-sound.
OnStatusEffectDoneSound uint32 `json:"on_status_effect_done_sound"` // [wwise]The sound to play when the status effect is done.
ArmedEffect SimpleEffectSetting `json:"armed_effect"` // Particle effect to play (fire-and-forget) when this explosive is armed.
TrailEffect SimpleEffectSetting `json:"trail_effect"` // Particle effect to play when this entity is spawned and stop playing it when this entity stops moving.
StatusEffectParticleEffect SimpleEffectSetting `json:"status_effect_particle_effect"` // The particle effect to play when running the status effect
StatusEffectDoneParticleEffect SimpleEffectSetting `json:"status_effect_done_particle_effect"` // The particle effect to play when the status effect is done (fire and forget).
ArmedSound uint32 `json:"armed_sound"` // [wwise]The sound to play when this explosive is armed.
StatusEffectTemplate SimpleStatusEffectTimedSphericalTemplate `json:"status_effect_template"` // The status effects to apply if using TimedStatusEffect type.
TriggerActor string `json:"trigger_actor"` // [string]The actor, if any, to enable when the explosive comes to rest in the world.
CollisionActor string `json:"collision_actor"` // [string]The actor, if any, to disable when the explosive comes to rest in the world.
ExplodeOnDeath bool `json:"explode_on_death"` // [bool]If the explosive dies via health component, should it explode?
SomeVector mgl32.Vec2 `json:"some_vector"` // Name length 37
OnArmedAbility enum.AbilityId `json:"on_armed_ability"` // If specified, this ability will be triggered when the explosive is armed.
UnkFloat1 float32 `json:"unk_float1"` // Name length 24
UnkFloat2 float32 `json:"unk_float2"` // Name length 29
UnkBool2 bool `json:"unk_bool2"` // Name length 31
UnkAbility enum.AbilityId `json:"unk_ability"` // Name length 30
}
type SimpleFactionComponent ¶ added in v0.7.6
type SimpleFactionComponent struct {
Factions []enum.FactionType `json:"factions"`
TargetingNode string `json:"targeting_node"`
UnknownHashes []string `json:"unknown_hashes"`
HalfWidth float32 `json:"half_width"`
HalfForwardSize float32 `json:"half_forward_size"`
Priority float32 `json:"priority"`
UnknownFloat1 float32 `json:"unknown_float_1"`
UnknownFloat2 float32 `json:"unknown_float_2"`
ComplexTargetingNodes []string `json:"complex_targeting_nodes"`
UnknownBool bool `json:"unknown_bool"`
}
type SimpleHealthComponent ¶ added in v0.7.2
type SimpleHealthComponent struct {
Health int32 `json:"health"` // Max health
HeathChangerate float32 `json:"heath_changerate"` // How the health changes when not wounded, units per second
HealthChangerateDisabled bool `json:"health_changerate_disabled"` // [bool]If the regeneration is disabled
HeathChangerateCooldown float32 `json:"heath_changerate_cooldown"` // How long after taking any damage to wait until we start regenerating.
RegenerationSegments uint32 `json:"regeneration_segments"` // The number of segments for regeneration.
RegenerationChangerate float32 `json:"regeneration_changerate"` // How health changes in regeneration, units per seconds
Constitution int32 `json:"constitution"` // Negative health (after health is depleted the constitution ticks down until entity is dead)
ConstitutionChangerate float32 `json:"constitution_changerate"` // The rate at which health is changed in constitution, units per second
ConstitutionDisablesInteractions bool `json:"constitution_disables_interactions"` // [bool]Should interactions be disabled when this goes into constitution
ZoneBleedoutChangerate float32 `json:"zone_bleedout_changerate"` // The rate at which health is changed in constitution for zones, units per second
Size enum.UnitSize `json:"size"` // The size category of the unit, this is used for systems such as the gib system. Small = Humansized, Medium = Bug Warrior sized, Large = Tunneler, Massive = Even larger
Mass float32 `json:"mass"` // The mass of the unit, this is used for systems such as vehicle collision damage calculations, when the unit is relying on a static or keyframed body.
KillScore uint32 `json:"kill_score"` // The score to accumulate when killing this.
Wounded WoundedState `json:"wounded"` // The effect wounds has on this character
DefaultDamageableZoneInfo SimpleDamageableZoneInfo `json:"default_damageable_zone_info"` // Contains information about default damage zone, which is used if no specific damage zone was hit
DamageableZones []SimpleDamageableZone `json:"damageable_zones,omitempty"` // Contains all damage zones for the entity.
ElementDamageValues []ElementDamage `json:"element_damage_values,omitempty"` // Element damage modifiers I guess
Decay DecaySettings `json:"decay"` // At least mode is required, for regular, more info may be needed
DeathSoundIDs []string `json:"death_sound_ids,omitempty"` // [wwise]Sounds to trigger when the entity experiences real death.
TriggerDeathSoundsOnRemove bool `json:"trigger_death_sounds_on_remove"` // [bool]Should this entity trigger death sounds if it gets removed?
OnHitEffect SimpleEffectSetting `json:"on_hit_effect"` // Particle effect to play when the entity gets hit by damage that is not dps.
WhileLivingEffect []SimpleActiveEffectSetting `json:"while_living_effect"` // Particle effects to play while the entity lives and is destroyed on death.
OnDeathEffect SimpleEffectSetting `json:"on_death_effect"` // Particle effect to play when the entity dies.
BledToDeathEffect SimpleEffectSetting `json:"bled_to_death_effect"` // Particle effect to play when the entity dies from bleeding out(cancels out the on_death_effect in that case).
UnknownEffect SimpleEffectSetting `json:"unknown_effect"` // Unknown, 27 char long name
RequireDemolition bool `json:"require_demolition"` // [bool]Does this entity require demolition damage to be damaged?
DownedAnim string `json:"downed_anim"` // [string]Animation event that gets called when entering constitution.
DeadAnim string `json:"dead_anim"` // [string]Animation event that gets called when entering death.
UnknownFloat float32 `json:"unknown_float"` // Not sure, 31 char long name
UnknownHash1 string `json:"unknown_hash1"` // Unsure, 14 char name
UnknownHash2 string `json:"unknown_hash2"` // Unsure, 13 char name
UnknownHash3 string `json:"unknown_hash3"` // Unsure, 14 char name
OnDownedHideVisibilityGroup string `json:"on_downed_hide_visibility_group"` // [string]Visibility group to hide when this unit gets downed.
OnDownedShowVisibilityGroup string `json:"on_downed_show_visibility_group"` // [string]Visibility group to show when this unit gets downed.
OnDeadHideVisibilityGroup string `json:"on_dead_hide_visibility_group"` // [string]Visibility group to hide when this unit dies.
OnDeadShowVisibilityGroup string `json:"on_dead_show_visibility_group"` // [string]Visibility group to show when this unit dies.
UnknownVisibilityGroupHashes []string `json:"unknown_visibility_group_hashes"` // 29 char name, same as OnDead(Show/Hide)VisibilityGroup
UnknownVisibilityGroupHashes2 []string `json:"unknown_visibility_group_hashes2"` // 29 char name, same as OnDead(Show/Hide)VisibilityGroup
UnknownDeathDestructionHash string `json:"unknown_death_destruction_hash"` // 26 char name, same as OnDeathDestructionLevel
OnDeathDestructionLevel enum.DestructionTemplateType `json:"on_death_destruction_level"` // If this unit dies from the health component, then apply this level of destrction to itself from the destruction system
CanDieNaturally bool `json:"can_die_naturally"` // [bool]Normally if a unit takes enough damage, they'll die. If this is disabled, it will only go down to constitution and needs to be killed via outside forces, such as behavior.
DeathPropagation enum.DeathPropagation `json:"death_propagation"` // If this unit dies, It'll propagate the death to the selected inheritance direction selected in this field.
UnknownHashArray []string `json:"unknown_hash_array"` // Name length 17 chars
UnknownBool1 bool `json:"unknown_bool1"` // Name length 33 chars
UnknownBool2 bool `json:"unknown_bool2"` // Name length 18 chars
UnknownBool3 bool `json:"unknown_bool3"` // Name length 30 chars
}
type SimpleHealthEventTrigger ¶ added in v0.7.2
type SimpleHealthEventTrigger struct {
HealthPercent float32 `json:"health_percent"` // Health percent we need to go under in order to trip the event.
EventName string `json:"event_name"` // [string]Event name that gets fired off to the behavior.
UnknownEventName1 string `json:"unknown_event_name1"` // Could be animation, audio, bone, or other event name
UnknownEventName2 string `json:"unknown_event_name2"` // Could be animation, audio, bone, or other event name
UnknownEventName3 string `json:"unknown_event_name3"` // Could be animation, audio, bone, or other event name
}
type SimpleHeatsinkOverrides ¶ added in v0.7.2
type SimpleHeatsinkOverrides struct {
HeatCapacity float32 `json:"heat_capacity"` // No clue really
ProjType enum.ProjectileType `json:"projectile_type"`
Particles string `json:"particles"`
MaybeEvent string `json:"maybe_event"`
StatusEffect enum.StatusEffectType `json:"status_effect"`
}
type SimpleHellpodComponent ¶ added in v0.7.6
type SimpleHellpodComponent struct {
HellpodVariant enum.HellpodVariant `json:"hellpod_variant"`
UnknownBool bool `json:"unknown_bool"`
SpawnHeight float32 `json:"spawn_height"`
UnknownVec mgl32.Vec2 `json:"unknown_vec"`
InitialVelocity float32 `json:"initial_velocity"`
BreakingHeight float32 `json:"breaking_height"`
BreakingVelocity float32 `json:"breaking_velocity"`
BreakingVelocityTargetTime float32 `json:"breaking_velocity_target_time"`
UnknownBool2 bool `json:"unknown_bool2"`
AudioThrustersIgniteLoop string `json:"audio_thrusters_ignite_loop"`
AudioThrustersIgniteEnd string `json:"audio_thrusters_ignite_end"`
AudioThrustersIgnition string `json:"audio_thrusters_ignition"`
AudioEntryWooshLoop string `json:"audio_entry_woosh_loop"`
AudioEntryWooshEnd string `json:"audio_entry_woosh_end"`
AudioChassiShakeLoop string `json:"audio_chassi_shake_loop"`
AudioChassiShakeEnd string `json:"audio_chassi_shake_end"`
AudioSupersonicBoom string `json:"audio_supersonic_boom"`
AudioImpact string `json:"audio_impact"`
AudioBoltBlowing string `json:"audio_bolt_blowing"`
AudioLidBlowing string `json:"audio_lid_blowing"`
AudioThrusterStart string `json:"audio_thruster_start"`
AudioHellpodPreImpactRiser string `json:"audio_hellpod_pre_impact_riser"`
AudioMusicHellpodGroundApproach string `json:"audio_music_hellpod_ground_approach"`
AudioMusicHellpodLand string `json:"audio_music_hellpod_land"`
UnknownBool3 bool `json:"unknown_bool3"`
}
type SimpleHellpodRackComponent ¶ added in v0.7.6
type SimpleHellpodRackComponent struct {
Payloads []SimpleRackAttach `json:"payloads"`
LastRetractDelay float32 `json:"last_retract_delay"`
DisableRetract bool `json:"disable_retract"`
MapIcon string `json:"map_icon"`
MapName string `json:"map_name"`
RackDeployAudioEvent string `json:"rack_deploy_audio_event"`
RackRetractAudioEvent string `json:"rack_retract_audio_event"`
DoorRetractAudioEvent string `json:"door_retract_audio_event"`
DeployAbility enum.AbilityId `json:"deploy_ability"`
LastRetractAbility enum.AbilityId `json:"last_retract_ability"`
RandomPayloadSize uint32 `json:"random_payload_size"`
SpawnPayloadSize uint32 `json:"spawn_payload_size"`
DisableInitialInteraction bool `json:"disable_initial_interaction"`
}
type SimpleHudMarkerTypeOverride ¶ added in v0.7.6
type SimpleInteractZoneInfo ¶ added in v0.7.11
type SimpleInteractZoneInfo struct {
Name string `json:"name"` // [string]Name of the interactable zone.
Radius float32 `json:"radius"` // Radius of the interactable zone.
ViewDistance float32 `json:"view_distance"` // The distance at which the interactable icon is visible before it fades out.
Node string `json:"node"` // [string]Name of the attach-node.
Offset mgl32.Vec3 `json:"offset"` // Offset from 'node'.
StandLocationOffset mgl32.Vec3 `json:"stand_location_offset"` // Location Offset from 'node', where the player will stand when interacting.
InteractType enum.InteractType `json:"interact_type"` // The type of interact.
RequireMigration bool `json:"require_migration"` // [bool]Need migration on interact.
StartEnabled bool `json:"start_enabled"` // [bool]When spawn, should it be enabled or not?
StartEnabledDelay float32 `json:"start_enabled_delay"` // When spawns, after how many second it should enable the interaction, -1 Indicates that the mechanism is disabled.
Label string `json:"label"` // [string]Localization string describing the interaction in the HUD.
InactiveLabel string `json:"inactive_label"` // [string]Localization string describing an unavailable interaction in the HUD.
ApproachDirection float32 `json:"approach_direction"` // 2D angle between approaching unit and interactable, in the interactable's local space, that we center the interaction cone around
ApproachAngle float32 `json:"approach_angle"` // Half angle of the cone centered around approach_direction that we allow interaction in. If > 180 degreres, full circle is allowed.
ApproachApexShift float32 `json:"approach_apex_shift"` // Shifts cone towards -direction
ScreenBorder int32 `json:"screen_border"` // How far from the screen border interaction point should be. -1 can be interacted even offscreen
ScriptEvent string `json:"script_event"` // [string]Script event to be triggered on the interactable upon successful interact. - Require a Behavior Component on the the unit.
ScriptEventForLinkedUnits string `json:"script_event_for_linked_units"` // [string]Script event called on linked units to be triggered on the interactable upon successful interact.
UnknownScriptEvent string `json:"unknown_script_event"` // Name length 26
Priority uint32 `json:"priority"` // This interact zone's priority when within range of other zones. Higher priority values are favored over lower ones.
BlockingInjuries enum.InteractableInjuryType `json:"blocking_injuries"` // Disable the interaction when the avatar have this injuries.
ReenableImmediately bool `json:"reenable_immediately"` // [bool]When used, re-enable the zone immediately
DeleteAfterInteract bool `json:"delete_after_interact"` // [bool]This will delete the entity after a successful interact.
DisallowProneInteract bool `json:"disallow_prone_interact"` // [bool]Disallows interacting when interactor is prone.
UnknownBool bool `json:"unknown_bool"` // Name length 29
UnknownBool2 bool `json:"unknown_bool2"` // Name length 25
HoldTime float32 `json:"hold_time"` // Hold time required to trigger this interact.
HoverIconHeight float32 `json:"hover_icon_height"` // The in-world height offset of the interact type icon from the interact point.
InteractDiamondScale float32 `json:"interact_diamond_scale"` // The scale of the interact diamond.
AutoInteract bool `json:"auto_interact"` // [bool]If enabled, users will trigger this zone by just getting in proximity
ShowIfDisabled bool `json:"show_if_disabled"` // [bool]If true, then the disabled UI will be shown when this interact is disabled. If false then nothing will be shown.
HintId string `json:"hint_id"` // [string] Hint to show
OptHintId string `json:"opt_hint_id"` // [string] Second hint to show
}
type SimpleInteractableComponent ¶ added in v0.7.11
type SimpleInteractableComponent struct {
RequireWaitingForResult bool `json:"require_waiting_for_result"` // [bool]Requires that the interactor needs to wait for the interaction before making new interacts.
DisableInteractionWhileInteracting bool `json:"disable_interaction_while_interacting"` // [bool]Indicates if we automatically disable the interactable zones when we are start the interaction
AllowMove bool `json:"allow_move"` // [bool]True if this interactable is allowed to move in the world.
PerformLineOfSightCheck bool `json:"perform_line_of_sight_check"` // [bool]True if this interactable should perform a line of sight check towards the interactor.
Mode enum.InteractableMode `json:"mode"` // Describes who may interact with this interactable.
Zones []SimpleInteractZoneInfo `json:"zones"` // .
InteractAudioEvent string `json:"interact_audio_event"` // [string]Audio event to trigger when the item is interacted with
InteractAudioEventVo string `json:"interact_audio_event_vo"` // [string]Audio VO event to trigger when the item is interacted with
}
type SimpleInventoryComponent ¶ added in v0.7.6
type SimpleInventoryComponent struct {
DefaultPrimary string `json:"default_primary"`
DefaultSidearm string `json:"default_sidearm"`
DefaultSupport string `json:"default_support"`
DefaultThrowable string `json:"default_throwable"`
DefaultBackpack string `json:"default_backpack"`
DefaultMeleeWeapon string `json:"default_melee_weapon"`
StartAmountStims uint32 `json:"start_amount_stims"`
RefillAmountStims uint32 `json:"refill_amount_stims"`
MaxAmountStims uint32 `json:"max_amount_stims"`
CanDropEquipment bool `json:"can_drop_equipment"`
UnknownHashArray []string `json:"unknown_hash_array"`
}
type SimpleLoadoutPackageComponent ¶ added in v0.7.6
type SimpleLocalUnitComponent ¶ added in v0.7.2
type SimpleMagazinePattern ¶ added in v0.7.2
type SimpleMagazinePattern struct {
Projectiles []enum.ProjectileType `json:"projectiles"` // Pattern of projectiles to fire. None denotes end if the full size is not used. Pattern is repeated and aligned so the last projectile in the pattern is always the last in the magazine (should it not divide evenly).
FirstProjectile enum.ProjectileType `json:"first_projectile"` // to trigger start/stop event
}
type SimpleMaterialSwap ¶ added in v0.7.6
type SimpleMaterialSwapComponent ¶ added in v0.7.6
type SimpleMaterialSwapComponent struct {
MaterialSlots []SimpleMaterialSwapSlot `json:"material_slots"`
EnemyNames []string `json:"enemy_names"`
EnemyTagSwaps []SimpleEnemyTagSwap `json:"enemy_tag_swaps"`
}
type SimpleMaterialSwapSlot ¶ added in v0.7.6
type SimpleMaterialSwapSlot struct {
MaterialSlotName string `json:"material_slot_name"`
SwapSettings []SimpleMaterialSwap `json:"swap_settings"`
}
type SimpleMaterialVariableAnimation ¶ added in v0.7.6
type SimpleMaterialVariableValue ¶ added in v0.7.6
type SimpleMaterialVariables ¶ added in v0.7.6
type SimpleMaterialVariables struct {
VariableName string `json:"variable_name"`
MaterialSlotName string `json:"material_slot_name"`
Type enum.MaterialVariableType `json:"type"`
Value mgl32.Vec4 `json:"value"`
Animations []SimpleMaterialVariableAnimation `json:"animations"`
Values []SimpleMaterialVariableValue `json:"values"`
UnknownBool1 bool `json:"unknown_bool1"`
UnknownBool2 bool `json:"unknown_bool2"`
}
type SimpleMaterialVariablesComponent ¶ added in v0.7.6
type SimpleMaterialVariablesComponent struct {
Variables []SimpleMaterialVariables `json:"variables"`
}
type SimpleMountComponent ¶ added in v0.7.6
type SimpleMountComponent struct {
Infos []SimpleMountInfo `json:"infos"`
}
type SimpleMountInfo ¶ added in v0.7.6
type SimpleOpticSetting ¶ added in v0.7.2
type SimpleOpticSetting struct {
OpticsFunction enum.WeaponFunctionType `json:"optics_function"`
SomeHash string `json:"some_hash"`
CrosshairValue enum.CrosshairWeaponType `json:"crosshair_value"`
}
type SimpleParticleEffectSetting ¶ added in v0.7.13
type SimpleParticleEffectSetting struct {
Effect SimpleEffectSetting `json:"effect"` // Particle effect.
ID string `json:"id"` // [string]The id of this effect. Referenced when playing/stopping this particle effect.
TriggerOnSpawn bool `json:"trigger_on_spawn"` // [bool]Should this effect be triggered on spawn?
UnkBool bool `json:"unk_bool"` // [bool] Name length 19
OnDestroy enum.UnitEffectOrphanStrategy `json:"on_destroy"` // The strategy on how to handle the particle effect when this entity is destroyed.
OnReplace enum.UnitEffectOrphanStrategy `json:"on_replace"` // The strategy on how to handle the particle effect when this entity is trying to play an effect that already exists.
OnDeath enum.UnitEffectOrphanStrategy `json:"on_death"` // The strategy on how to handle the particle effect when this entity dies.
OnStop enum.UnitEffectOrphanStrategy `json:"on_stop"` // The strategy on how to handle the particle effect we stop the particle effect via effect reference.
UnkBool2 bool `json:"unk_bool2"` // [bool] Name Length 15
}
type SimpleProjectileWeaponComponent ¶ added in v0.7.2
type SimpleProjectileWeaponComponent struct {
ProjType enum.ProjectileType `json:"projectile_type"` // Type of projectile it fires.
RoundsPerMinute SimpleRPM `json:"rounds_per_minute"` // Rounds per minute depending on weapon setting. Y is the default ROF.
ZeroingSlots mgl32.Vec3 `json:"zeroing_slots"` // The zeroing distances of the weapon.
ZeroingHipfire float32 `json:"zeroing_hipfire"` // The default zeroing distance while not aiming a weapon
CurrentZeroingSlot uint32 `json:"default_zeroing_slot"` // The slot in the zeroing distances to use by default.
InfiniteAmmo bool `json:"infinite_ammo"` // [bool]True if this projectile weapon can never run out of ammo.
ProjectileEntity string `json:"projectile_entity"` // [adhd]If this is set an entity is spawned when firing instead of adding a projectile to the projectile manager.
UseFirenodePose float32 `json:"use_fire_node_pose?"` // This may not be correct, the type has changed since the last time this member had a name
HeatBuildup WeaponHeatBuildup `json:"heat_buildup"` // Controls visual heat effects on the weapon.
ScaleDownUsedFireNode bool `json:"scale_down_used_fire_node"` // [bool]If set, scale down the used fire node to zero (in order to hide a rocket for example)
OnRoundFiredShakes SimpleWeaponCameraShakeInfo `json:"on_round_fired_shakes"` // Settings for local and in-world camera shakes to play on every round fired.
NumLowAmmoRounds uint32 `json:"num_low_ammo_rounds"` // Number of rounds to play the low ammo effects
LowAmmoAudioEvent string `json:"low_ammo_audio_event"` // [string]Audio event to play in addition to the regular firing audio when low on ammo.
LastBulletAudioEvent string `json:"last_bullet_audio_event"` // [string]Audio event to play in addition to the regular firing audio for the last bullet.
LastBulletOwnerVOEvent string `json:"last_bullet_owner_vo_event"` // [string]VO event to play on the owner of the weapon when the last bullet has been fired.
WindEffect enum.WindEffectTemplate `json:"wind_effect"` // Wind effect template to play when firing.
SpeedMultiplier float32 `json:"speed_multiplier"` // Projectile speed multiplier.
DamageAddends HitZoneClassValues `json:"damage_addends"` // Damage to add to the projectile's value for each damage class. Used by weapon customizaitons.
APAddends HitZoneClassValues `json:"ap_addends"` // Armor penetration to add to the projectile's value for each damage class. Used by weapon customizaitons.
SpinupTime float32 `json:"spinup_time"` // Time from 'start fire' to first projectile firing
RPCSyncedFireEvents bool `json:"rpc_synced_fire_events"` // [bool]ONLY USE FOR SINGLE-FIRE/SLOW FIRING WEAPONS. Primarily useful for sniper rifles, explosive one-shots etc. that need the firing event to be highly accurately synced!
CasingEject SimpleWeaponCasingEffectInfo `json:"casing_eject"` // Particle effect of the shellcasing.
MuzzleFlash string `json:"muzzle_flash"` // [particles]Particle effect of the muzzle flash, played on attach_muzzle.
ShockwaveType enum.SurfaceImpactType `json:"shockwave_type"` // The surface effect to play normal to the ground underneath the muzzle.
UseFaintShockwave bool `json:"use_faint_shockwave"` // [bool]If true, a small shockwave is played when [1m, 2m] from the ground instead of the regular one.
UseMidiEventSystem bool `json:"use_midi_event_system"` // [bool]Fire event will be posted using Wwise's MIDI system as a MIDI sequence (cannot be paused/resumed).
MidiTimingRandomization mgl32.Vec2 `json:"midi_timing_randomization"` // Events posted during the MIDI sequence will have a random time offset, measured in milliseconds.
MidiStopDelay float32 `json:"midi_stop_delay"` // A delay for when to notify Wwise that the MIDI sequence has stopped, measured in milliseconds.
FireLoopStartAudioEvent string `json:"fire_loop_start_audio_event"` // [wwise]The looping audio event to start when starting to fire.
FireLoopStopAudioEvent string `json:"fire_loop_stop_audio_event"` // [wwise]The looping audio event to play when stopping fire.
FireSingleAudioEvent string `json:"fire_single_audio_event"` // [wwise]The audio event to trigger when doing single-fire (if we don't have looping sounds).
FireReflectAudioEvent string `json:"fire_reflect_audio_event"` // [wwise]The audio event to trigger to simulate an early reflection.
SilencedFireReflectAudioEvent string `json:"silenced_fire_reflect_audio_event"` // [wwise]The audio event to trigger to simulate an early reflection, with silencer equipped.
HapticsFireLoopStartAudioEvent string `json:"haptics_fire_loop_start_audio_event"` // [wwise]The looping audio event to start when starting to fire.
HapticsFireLoopStopAudioEvent string `json:"haptics_fire_loop_stop_audio_event"` // [wwise]The looping audio event to play when stopping fire.
HapticsFireSingleAudioEvent string `json:"haptics_fire_single_audio_event"` // [wwise]The audio event to trigger when doing single-fire (if we don't have looping sounds).
FireLoopCameraShake string `json:"fire_loop_camera_shake"` // [camera_shake]The camera shake to run when firing
FireLoopCameraShakeRadius mgl32.Vec2 `json:"fire_loop_camera_shake_radius"` // Inner/outer camera shake radiuses when firing.
SilencedFireLoopStartAudioEvent string `json:"silenced_fire_loop_start_audio_event"` // [wwise]The looping audio event to start when starting to fire with suppressor.
SilencedFireLoopStopAudioEvent string `json:"silenced_fire_loop_stop_audio_event"` // [wwise]The looping audio event to play when stopping fire with suppressor.
SilencedFireSingleAudioEvent string `json:"silenced_fire_single_audio_event"` // [wwise]The audio event to trigger when doing single-fire (if we don't have looping sounds) with suppressor.
FireSourceNode string `json:"fire_audio_source_node"` // [string]The node to play the firing audio events at.
DryFireAudioEvent string `json:"dry_fire_audio_event"` // [wwise]The wwise sound id to play when dry firing.
DryFireRepeatAudioEvent string `json:"dry_fire_repeat_audio_event"` // [wwise]The wwise sound id to play when repeatedly dry firing.
HeatPercentageMaterialVariable string `json:"heat_percentage_material_variable"` // [string]The material variable to try to set on each mesh when heat is updated
Silenced bool `json:"silenced"` // [bool]If this weapon should use the silenced sound or not. Used by / overridden by customization
AimZeroingQuality enum.ProjectileZeroingQuality `json:"aim_zeroing_quality"` // How well to attempt to compensate for drag when aiming. Defaults to High (8 iterations). Set to None to ignore drag.
CasingEjectDisabledOnFire bool `json:"casing_eject_diabled_on_fire"` // [bool]Turns off casing ejection/effects when firing the weapon.
BurstFireRate float32 `json:"burst_fire_rate"` // If above 0, the fire rate will be changed to this, when the weapon is set to Burst.
WeaponFunctionMuzzleVelocity float32 `json:"weapon_function_muzzle_velocity"` // If we have the Muzzle Velocity weapon function and we switch to it, what should our projectile velocity be?
WeaponFunctionProjectileType enum.ProjectileType `json:"weapon_function_projectile_type"` // If we have the Programmable Ammo weapon function and we switch to it, what should our projectile type be?
UnknownParticleEffect string `json:"unknown_particle_effect"` // added after strings removed
UnknownBool bool `json:"unknown_bool"` // added after strings removed
}
type SimpleRackAttach ¶ added in v0.7.6
type SimpleRackAttach struct {
Item string `json:"item"`
Node string `json:"node"`
Offset mgl32.Vec3 `json:"offset"`
RotationOffset mgl32.Vec3 `json:"rotation_offset"`
DeployAnimationEvent string `json:"deploy_animation_event"`
RetractAnimationEvent string `json:"retract_animation_event"`
RetractAudioEvent string `json:"retract_audio_event"`
ApplyDeltas bool `json:"apply_deltas"`
RackSide enum.RackSide `json:"rack_side"`
UnknownBool bool `json:"unknown_bool"`
}
type SimpleSeekingMissileComponent ¶ added in v0.7.6
type SimpleSeekingMissileComponent struct {
TargetingMode enum.SeekingMissileTargetingMode `json:"targeting_mode"` // Determines which targeting mode is used.
UnknownFloat float32 `json:"unknown_float"` // name length 19, maybe targeting_mode_time?
AutoplayStartingEffects bool `json:"autoplay_starting_effects"` // [bool]If disabled, the missile wont play the audio and trail FX.
TimeToEnableGuidance float32 `json:"time_to_enable_guidance"` // Time that it takes to enable guidance, 0 means will be enable from the start, -1 means that we should enable it manually.
TimeToDisableGuidance float32 `json:"time_to_disable_guidance"` // Time that it takes to disable guidance, 0 means will be disable from the start, -1 means that we should disable it manually.
UnknownFloat2 float32 `json:"unknown_float2"` // name length 27
UnknownFloat3 float32 `json:"unknown_float3"` // name length 28
AngleLostGuidance float32 `json:"angle_lost_guidance"` // [0,180] - If the angle between the target and the missile exceeds this, disable guidance
MovementPredictionAccuracy float32 `json:"movement_prediction_accuracy"` // [0,1] - How much the missile is predicting the point of impact depending on current target velocity (1 is best prediction)
TimeToEnableMovement float32 `json:"time_to_enable_movement"` // Time that it takes to enable movement, 0 means will be enable from the start, -1 means that we should enable it manually.
TimeToEnableExplosive float32 `json:"time_to_enable_explosive"` // Time that it takes to enable explosive, 0 means will be enable from the start, -1 means that we should enable it manually.
MaxLifetime float32 `json:"max_lifetime"` // Time before the missile blows itself up. Set to 0 or lower to disable and have the missile live forever.
StartingSpeed float32 `json:"starting_speed"` // The speed at which the missile launches at.
MinimumSpeed float32 `json:"minimum_speed"` // The minimum speed at which this missile can travel.
PreferredSpeed float32 `json:"preferred_speed"` // The target speed at which this missile wants to travel.
Acceleration float32 `json:"acceleration"` // The missile's speed acceleration.
MaxAngleToTarget float32 `json:"max_angle_to_target"` // The missile will be at its slowest but turn the fastest at or above this angle to the target.
MinTurnSpeed float32 `json:"min_turn_speed"` // How fast this missile can turn while going at its preferred speed.
MaxTurnSpeed float32 `json:"max_turn_speed"` // How fast this missile can turn while going at its slowest speed.
PFactor float32 `json:"p_factor"` // How much of the difference in current and target speed to consider when changing speed.
IFactor float32 `json:"i_factor"` // How much of the speed difference over time to consider.
DFactor float32 `json:"d_factor"` // How much of the speed delta to consider.
TargetUpdateInterval float32 `json:"target_update_interval"` // How often do we update our target?
MissileTrail SimpleEffectSetting `json:"missile_trail"` // Particle effect trail that gets attached to the missile.
MissileTrailAudioEvent string `json:"missile_trail_audio_event"` // [wwise]What audio event to play when the missile is fired.
MissileTrailAudioEventStop string `json:"missile_trail_audio_event_stop"` // [wwise]What audio event to play when the missile has exploded.
TargetDotMinimum float32 `json:"target_dot_minimum"` // What's the minimum dot product between the current forward of this entity and its target position before we can update the position? -1 to disable.
JavelinFiringMode bool `json:"javelin_firing_mode"` // [bool]When enabled, the missile that is fired will curve up and then down.
MovementShouldBeProcessedByProjectileSystem bool `json:"movement_should_be_processed_by_projectile_system"` // [bool]If set, the projectile system will handle collision/explosions/damages/vfx/sfx getting that data from the projectile setting.
ProjectileTypeToProcess enum.ProjectileType `json:"projectile_type_to_process"` // The projectile type that it should process by the projectile manager, if it set to none it should be passed through the spawn context.
Deviation SimpleSeekingMissileDeviationSettings `json:"deviation"` // A struct containing info about missile deviations
UnknownFloat4 float32 `json:"unknown_float4"` // Name length 31
UnknownHash string `json:"unknown_hash"` // Name length 28
UnknownBool bool `json:"unknown_bool"` // Name length 23
UnknownBool2 bool `json:"unknown_bool2"` // Name length 28
UnknownFloat5 float32 `json:"unknown_float5"` // Name length 35
UnknownFloat6 float32 `json:"unknown_float6"` // Name length 35
}
type SimpleSeekingMissileDeviationSettings ¶ added in v0.7.6
type SimpleSeekingMissileDeviationSettings struct {
Enabled bool `json:"enabled"` // [bool] Not 100% sure this is correct, but it matches the name length and would make sense
MinSeekingDeviation float32 `json:"min_seeking_deviation"` // Not sure, name length 21
MaxSeekingDeviation float32 `json:"max_seeking_deviation"` // Not sure, name length 21
UnkFloat3 float32 `json:"unk_float3"` // Not sure, name length 21
UnkFloat4 float32 `json:"unk_float4"` // Not sure, name length 21
UnkVector mgl32.Vec3 `json:"unk_vector"` // Name length 27
UnkVector2 mgl32.Vec3 `json:"unk_vector2"` // Name length 27
UnkBool bool `json:"unk_bool"` // Name length 38
UnkFloat5 float32 `json:"unk_float5"` // Name length 29
UnkFloat6 float32 `json:"unk_float6"` // Name length 21
UnkFloat7 float32 `json:"unk_float7"` // Name length 18
UnkFloat8 float32 `json:"unk_float8"` // Name length 22
UnkFloat9 float32 `json:"unk_float9"` // Name length 39
}
type SimpleSpawnUnitEffectSettings ¶ added in v0.7.13
type SimpleSpawnUnitEffectSettings struct {
Path string `json:"path"` // [unit]The path of the unit to spawn.
SpawnAtNode string `json:"spawn_at_node"` // [string]The node at which this unit will be spawned.
ID string `json:"id"` // [string]The id of this effect. Referenced when playing/stopping this particle effect.
LinkUnit bool `json:"link_unit"` // [bool]Wether or not the spawned unit should be linked to the parent unit.
LinkOffset mgl32.Vec3 `json:"link_offset"` // Additional offset for the unit when we link it.
LinkRotation mgl32.Vec3 `json:"link_rotation"` // Additional rotation for the unit when we link it.
OnDestroy enum.UnitEffectOrphanStrategy `json:"on_destroy"` // The strategy on how to handle the unit when this entity is destroyed.
OnReplace enum.UnitEffectOrphanStrategy `json:"on_replace"` // The strategy on how to handle the unit when this entity is trying to play an effect that already exists.
OnDeath enum.UnitEffectOrphanStrategy `json:"on_death"` // The strategy on how to handle the unit when this entity dies.
CorpseDecay bool `json:"corpse_decay"` // [bool]If enabled, the unit will corpse decay instead of being popped out of existance when removed.
AttachedParticle SimpleEffectSetting `json:"attached_particle"` // Attached Particle
AttachedMaterial string `json:"attached_material"` // Attached Material
AttachedMaterialsVariable string `json:"attached_materials_variable"` // Variable to set on material? Not sure, name length 27
SomeVector mgl32.Vec3 `json:"some_vector"` // Name length 10
}
type SimpleSpottableComponent ¶ added in v0.7.6
type SimpleSpottableComponent struct {
VoLine string `json:"vo_line"`
Radius mgl32.Vec2 `json:"radius"`
Range mgl32.Vec2 `json:"range"`
MarkerType enum.HudMarkerType `json:"marker_type"`
FindableObjective bool `json:"findable_objective"`
SpottingNode string `json:"spotting_node"`
StartActive bool `json:"start_active"`
MarkerTypeOverride SimpleHudMarkerTypeOverride `json:"marker_type_override"`
MarkerIcon string `json:"marker_icon"`
MarkerTextureType enum.TextureType `json:"marker_texture_type"`
}
type SimpleSpreadInfo ¶ added in v0.7.2
type SimpleSpreadInfo struct {
Horizontal float32 `json:"horizontal"` // The horizontal spread in MRAD.
Vertical float32 `json:"vertical"` // The vertical spread in MRAD.
UnknownBool bool `json:"unknown_bool"` // Unknown, probably toggles some kind of spread related thing. Name 17 chars long in snake_case
}
type SimpleStatusEffectTemplate ¶ added in v0.7.13
type SimpleStatusEffectTemplate struct {
Type enum.StatusEffectTemplateType `json:"type"`
Effects []StatusEffectContinuousEffect `json:"effects"`
NeedsToHitValidActor bool `json:"needs_to_hit_valid_actor"`
}
type SimpleStatusEffectTimedSphericalTemplate ¶ added in v0.7.13
type SimpleStatusEffectTimedSphericalTemplate struct {
EffectTemplate SimpleStatusEffectTemplate `json:"effect_template"` // The effect template to use for this effect.
Lifetime float32 `json:"lifetime"` // How long does this status effect last for.
TriggerVolumeNodeName string `json:"trigger_volume_node_name"` // [string]The name of the node that the status effect trigger volume will attach to.
InnerRadius float32 `json:"inner_radius"` // The inner radius of the effect.
OuterRadius float32 `json:"outer_radius"` // The outer radius of the effect.
}
type SimpleTagComponent ¶ added in v0.7.6
type SimpleTruthTransmitterFactionComponent ¶ added in v0.7.13
type SimpleTruthTransmitterFactionComponent struct {
UnitMaterials []SimpleUnitMaterialTuple `json:"unit_materials,omitempty"`
}
type SimpleUnitComponent ¶ added in v0.7.2
type SimpleUnitComponent struct {
UnitPath string `json:"unit_path"`
ScaleMin float32 `json:"scale_min"`
ScaleMax float32 `json:"scale_max"`
Radius float32 `json:"radius"`
HiddenVisiblityGroups []string `json:"hidden_visibility_groups,omitempty"`
ShowRandomVisibilityGroup []string `json:"show_random_visibility_group,omitempty"`
OnHotjoinCorpseRepairAbilityPatch enum.AbilityId `json:"on_hotjoin_corpse_repair_ability_patch"`
}
type SimpleUnitCustomizationComponent ¶ added in v0.7.2
type SimpleUnitCustomizationComponent struct {
MaterialsTexturesOverrides []SimpleUnitCustomizationMaterialOverrides `json:"materials_textures_overrides"`
MountedWeaponTextureOverrides []SimpleUnitCustomizationMaterialOverrides `json:"mounted_weapon_texture_overrides"`
}
type SimpleUnitCustomizationMaterialOverrides ¶ added in v0.7.2
type SimpleUnitCustomizationSetting ¶ added in v0.7.2
type SimpleUnitCustomizationSetting struct {
Name string `json:"name"`
DebugName string `json:"debug_name"`
ID string `json:"id"`
Archive string `json:"archive"`
Customization SimpleUnitCustomizationComponent `json:"customization"`
Thumbnail string `json:"thumbnail"`
UIWidgetColors []mgl32.Vec3 `json:"ui_widget_colors"`
}
type SimpleUnitCustomizationSettings ¶ added in v0.7.2
type SimpleUnitCustomizationSettings struct {
ParentCollectionType UnitCustomizationCollectionType `json:"parent_collection_type"`
CollectionType UnitCustomizationCollectionType `json:"collection_type"`
ObjectName string `json:"object_name"`
SkinName string `json:"skin_name"`
CategoryType UnitCustomizationCollectionCategoryType `json:"category_type"`
Skins []SimpleUnitCustomizationSetting `json:"skins,omitempty"`
ShowroomOffset mgl32.Vec3 `json:"showroom_offset"`
ShowroomRotation mgl32.Vec3 `json:"showroom_rotation"`
}
type SimpleUnitMaterialTuple ¶ added in v0.7.13
type SimpleUnitMaterialTuple struct {
UnitPath string `json:"unit_path"`
BugScreenMaterial string `json:"bug_screen_material"`
BotScreenMaterial string `json:"bot_screen_material"`
IlluminateScreenMaterial string `json:"illuminate_screen_material"`
SuperearthScreenMaterial string `json:"superearth_screen_material"`
SlotName string `json:"slot_name"`
}
type SimpleUnitNodeScale ¶ added in v0.7.2
type SimpleVisibilityMaskComponent ¶ added in v0.7.2
type SimpleVisibilityMaskComponent struct {
MaskInfos []SimpleVisibilityMaskInfo `json:"mask_infos,omitempty"`
Randomizations []SimpleVisibilityRandomization `json:"randomizations,omitempty"`
}
type SimpleVisibilityMaskInfo ¶ added in v0.7.2
type SimpleVisibilityRandomization ¶ added in v0.7.2
type SimpleWeaponCameraShakeInfo ¶ added in v0.7.2
type SimpleWeaponCasingEffectInfo ¶ added in v0.7.2
type SimpleWeaponCasingEffectInfo struct {
EjectionEvent string `json:"ejection_event"`
EjectionEffect string `json:"ejection_effect"`
EjectionNode string `json:"ejection_node"`
CasingEffect string `json:"casing_effect"`
CasingNode [4]string `json:"casing_nodes"`
LinkEffect string `json:"link_effect"`
LinkNode string `json:"link_node"`
CasingImpactType enum.SurfaceImpactType `json:"casing_impact_type"`
CasingAudioEvent string `json:"casing_audio_event"`
NumPlaybacks uint32 `json:"num_playbacks"`
}
type SimpleWeaponChargeComponent ¶ added in v0.7.2
type SimpleWeaponChargeComponent struct {
ChargeStateSettings [3]ChargeStateSetting `json:"charge_state_settings"` // Min-, Full-, and Over-Charged states
ProjMultipliers ProjectileMultipliers `json:"proj_multipliers"` // Multipliers of the setting values for the projectile based on the charge amount.
ChargeStartSoundID string `json:"charge_start_sound_id"` // [string]Sound to start playing when the chargeup starts.
ChargeStopSoundID string `json:"charge_stop_sound_id"` // [string]Sound id to play when the chargeup ends.
ReadyToFireSoundID string `json:"ready_to_fire_sound_id"` // [string]Sound id to play when the weapon can fire.
DangerOverchargeSoundID string `json:"danger_overcharge_sound_id"` // [string]Sound id to play when the chargeup enters the danger zone.
ChargeMesh string `json:"charge_mesh"` // [string]Mesh to set charge value on.
ChargeMaterial string `json:"charge_material"` // [string]Material to set charge value on.
ChargeVariable string `json:"charge_variable"` // [string]Material variable to set charge value on.
ChargeUpMuzzleFlash string `json:"charge_up_muzzle_flash"` // [particles]Particle effect of the muzzle flash while charging.
ChargeUpMuzzleFlashLoop string `json:"charge_up_muzzle_flash_loop"` // [particles]Looping particle effect of the muzzle flash while charging.
ChargeAnimID string `json:"charge_anim_id"` // [string]What the animation variable is for rotating the barrel.
ChargeEndAnimID string `json:"charge_end_anim_id"` // [string]What the animation variable is for rotating the barrel.
ChargeRateAnimID string `json:"charge_rate_anim_id"` // [string]What the animation variable is for rotating the barrel.
SpinSpeedAnimID string `json:"spin_speed_anim_id"` // [string]What the animation variable is for rotating the barrel.
AutoFireInSafety bool `json:"auto_fire_in_safety"` // [bool]If disabled, will allow the user to keep the charge as long as they are holding the trigger.
ExplodesOnOvercharged bool `json:"explodes_on_overcharged"` // Unknown bool, name length 24 chars
ExplosionAudioEvent string `json:"explosion_audio_event"` // Unknown, name length 22 chars
UnknownFloat float32 `json:"unknown_float"` // Unknown, probably related to the above
DryFireAudioEvent string `json:"dry_fire_audio_event"` // [string].
ExplodeType enum.ExplosionType `json:"explosion_type"`
StateValue UnknownChargeStruct `json:"state_value"`
}
type SimpleWeaponCustomizableItem ¶ added in v0.7.2
type SimpleWeaponCustomizableItem struct {
NameCased string `json:"name_cased"`
DebugName string `json:"debug_name"`
ID stingray.ThinHash `json:"id"`
NameUpper string `json:"name_upper"`
Description string `json:"description"`
Fluff string `json:"fluff"`
Archive string `json:"archive"`
AddPath string `json:"add_path"`
Icon string `json:"icon"`
Slots []enum.WeaponCustomizationSlot `json:"slots,omitempty"`
UIWidgetColors []mgl32.Vec3 `json:"ui_widget_colors,omitempty"`
SortGroups enum.WeaponCustomizationSortGroups `json:"sort_groups"`
}
type SimpleWeaponCustomizationComponent ¶ added in v0.7.2
type SimpleWeaponCustomizationComponent struct {
DefaultCustomizations []SimpleWeaponDefaultAttachment `json:"default_customizations,omitempty"`
CustomizationSlots []enum.WeaponCustomizationSlot `json:"customization_slots,omitempty"`
OpticsPath string `json:"optics_path"`
MagazinePath string `json:"magazine_path"`
MagazineSecondaryPath string `json:"magazine_secondary_path"`
UnknownHash string `json:"unknown_hash"`
MuzzlePath string `json:"muzzle_path"`
OpticsCrosshairParams mgl32.Vec2 `json:"optics_crosshair_params"`
Unknown0Path string `json:"unknown0_path"`
Unknown1Path string `json:"unknown1_path"`
UnderbarrelPath string `json:"underbarrel_path"`
MaterialOverride SimpleWeaponMaterialOverride `json:"material_override"`
TriggerSettings SimpleWeaponTriggerSettings `json:"trigger_settings"`
HideMagazineOnStart bool `json:"hide_magazine_on_start"`
MagazineAdjustingNodes []string `json:"magazine_adjusting_nodes,omitempty"`
MagazineAdjustingNodesVisibleChambering bool `json:"magazine_adjusting_nodes_visible_chambering"`
UnknownEnum enum.WeaponCustomizationUnknownEnum `json:"unknown_enum"`
UnknownBool bool `json:"unknown_bool"`
MagazineAdjustingAnimation string `json:"magazine_adjusting_animation"`
MagazineAdjustingAnimationVariable string `json:"magazine_adjusting_animation_variable"`
IKAttachSetting enum.WeaponCustomizationIKAttach `json:"ik_attach_setting"`
IKAttachAnimationEvent string `json:"ik_attach_animation_event"`
UnknownThinHash string `json:"unknown_thin_hash"`
}
type SimpleWeaponCustomizationSettings ¶ added in v0.7.2
type SimpleWeaponCustomizationSettings struct {
Items []SimpleWeaponCustomizableItem `json:"items"`
}
type SimpleWeaponDataComponent ¶ added in v0.7.2
type SimpleWeaponDataComponent struct {
RecInfo RecoilInfo `json:"recoil_info"` // Information about the recoil.
RecModifiers RecoilModifiers `json:"recoil_modifiers"` // Alterations to the base recoil
Spread SimpleSpreadInfo `json:"spread"` // Information about the spread.
SpreadMods SpreadModifiers `json:"spread_modifiers"` // Alterations to the base spread
SwayMultiplier float32 `json:"sway_multiplier"` // Multiplier applied to all sway, changing its magnitude
AimBlockLength float32 `json:"aim_block_length"` // The length of the weapon, used to block the user from aiming when obstructed.
IsSuppressed bool `json:"is_suppressed"`
AimZoom mgl32.Vec3 `json:"aim_zoom"` // The zoom of the weapon 1 = standard fov, 2 = half fov, 4 = quarter fov
ScopeSway float32 `json:"scope_sway"`
NoiseTemp enum.NoiseTemplate `json:"noise_temp"` // The noise noise template settings to use when firing the weapon.
VisibilityModifier float32 `json:"visibility_modifier"` // When firing the weapon, the visibility will be set to this value, and the cone angle will be multiplied by this factor.
NumBurstRounds uint32 `json:"num_burst_rounds"` // Number of rounds fired for a burst shot.
PrimaryFireMode enum.FireMode `json:"primary_fire_mode"` // The primary fire mode (0 = ignored, 1 = auto, 2 = single, 3 = burst, 4 = charge safety on, 5 = charge safety off.)
SecondaryFireMode enum.FireMode `json:"secondary_fire_mode"` // The secondary fire mode
TertiaryFireMode enum.FireMode `json:"tertiary_fire_mode"` // The tertiary fire mode
QuaternaryFireMode enum.FireMode `json:"quat_fire_mode"` // minigun
UnknownMinigunStruct [24]uint8 `json:"unknown_minigun"` // minigun
FunctionInfo WeaponFunctionInfo `json:"function_info"` // Settings for the different functions this weapon has.
Crosshair string `json:"crosshair"` // [material]The crosshair material.
AlwaysShowCrosshair bool `json:"always_show_crosshair"` // [bool]Should we always show the crosshair when wielding this weapon?)
FireNodes []string `json:"fire_nodes,omitempty"` // [string]The nodes from where to spawn weapon output. If more than one, it will cycle through them.
AimSourceNode string `json:"aim_source_node"` // [string]The node from where we check for blocked aim. On mounted weapons, this is usually the muzzle, while on carried weapons it is usually the root. This is because the muzzle moves a lot as part of the block animation, leading to oscillations.
SimultaneousFire bool `json:"simultaneous_fire"` // [bool]If set, it fires one round from each fire node on single fire.
ScopeCrosshair mgl32.Vec2 `json:"scope_crosshair"` // Crosshair position on screen in [-1, 1] range.
UnknownVec3 mgl32.Vec3 `json:"unknown_vec3"` // unknown vec 3
Unknown2dVec mgl32.Vec2 `json:"unknown_2d_vector"` // unknown
UnknownMinigunBool bool `json:"unknown_minigun_bool"` // unknown
ScopeZeroing mgl32.Vec3 `json:"scope_zeroing"` // What are the different stages of zeroing we are allowed to have?
ScopeLensHidesWeapon bool `json:"scope_lens_hides_weapon"` // [bool]Should we hide the weapon when looking through the scope lens? Should be applied for optics that have high zoom.
Ergonomics float32 `json:"ergonomics"` // How responsive is the weapon when turning, aiming and shooting?
UnknownFloat float32 `json:"unknown_float"` // unknown
UnknownMinigunBool2 bool `json:"unknown_minigun_bool_2"` // unknown
Unknown2dVec2 mgl32.Vec2 `json:"unknown_2d_vec_2"` // unknown
Unknown2dVec3 mgl32.Vec2 `json:"unknown_2d_vec_3"` // unknown
ConstrainedAimLeading bool `json:"constrained_aim_leading"` // [bool]If set, the camera may not get too far away from the aim direction.
AllowFPV bool `json:"allow_fpv"` // [bool]Allow First Person View on this weapon
AllowAiming bool `json:"allow_aiming"` // [bool]Allow aiming on this weapon
FirePreventsMovement bool `json:"fire_prevents_movement"` // [bool]Unknown
StartFiringMinigunAnimationEvent string `json:"start_firing_minigun_animation_event"` // unknown
StopFiringMinigunAnimationEvent string `json:"stop_firing_minigun_animation_event"` // unknown
UnknownBool2 bool `json:"unknown_bool2"` // [bool]Unknown
CrosshairType enum.CrosshairWeaponType `json:"crosshair_type"` // What does this weapons crosshair look like.
FirstPersonSightNodes []SimpleOpticSetting `json:"first_person_sight_nodes,omitempty"` // [string]The chain of bones to the sight of the weapon for first person view.
FirstPersonCameraNode string `json:"first_person_camera_node"` // Not sure. name length should be 23 chars in snake_case
FirstPersonOpticAttachNode string `json:"first_person_optic_attach_node"` // [string]The chain of bones to the attach_optic bone of the weapon for first person view.
AutoDropAbility enum.AbilityId `json:"auto_drop_ability"` // The ability to play when dropping the weapon due to no ammo. Only used for un-realoadable weapons.
ShouldWeaponScream bool `json:"should_weapon_scream"` // [bool]Should Play Weapon Scream.
EnterFirstPersonAimAudioEvent string `json:"enter_first_person_aim_audio_event"` // [wwise]Sound id to play when entering first person aim
ExitFirstPersonAimAudioEvent string `json:"exit_first_person_aim_audio_event"` // [wwise]Sound id to play when exiting first person aim
FirstPersonAimAudioEventNodeID string `json:"first_person_aim_audio_event_node_id"` // [string]Node at where the on/exit aim down sights sounds are played.
EnterThirdPersonAimAudioEvent string `json:"enter_third_person_aim_audio_event"` // [wwise]Sound id to play when entering third person aim
ExitThirdPersonAimAudioEvent string `json:"exit_third_person_aim_audio_event"` // [wwise]Sound id to play when exiting third person aim
ThirdPersonAimAudioEventNodeID string `json:"third_person_aim_audio_event_node_id"` // [string]Node at where the on/exit aim down sights sounds are played.
FireModeChangedAudioEvent string `json:"fire_mode_changed_audio_event"` // [wwise]Sound id to play when changing fire mode
OnFireRoundsRemainingAnimationVariable string `json:"on_fire_rounds_remaining_animation_variable"` // [string]Animation variable to set to the normalized value of the remaining amount of rounds every time we fire our weapon.
OnFireRoundEffects []SimpleEffectSetting `json:"on_fire_round_effects,omitempty"` // Extra particle effect to play when firing a round for this weapon. This effect is fire-and-forget.
OnFireRoundNodeScales []SimpleUnitNodeScale `json:"on_fire_round_node_scales,omitempty"` // Node to be scaled firing a round for this weapon.
OnFireRoundAnimEvent string `json:"on_fire_round_anim_event"` // [string]Animation event to trigger every time we fire a round.
OnFireLastRoundAnimEvent string `json:"on_fire_last_round_anim_event"` // [string]Animation event to trigger when we fire the last round, replaces the normal animation event at that case.
OnFireRoundWielderAnimEvent string `json:"on_fire_round_wielder_anim_event"` // [string]Animation event to trigger on the wielder every time we fire a round.
OnFireModeChangedAnimVariable string `json:"on_fire_mode_changed_anim_variable"` // [string]The animation variable to set with the new fire mode.
OnFireModeChangedWielderAnimEvent string `json:"on_fire_mode_changed_wielder_anim_event"` // [string]Animation event to trigger on the wielder / fp wielder every time we change fire mode.
FireAbility enum.AbilityId `json:"fire_ability"` // The ability to play on the weapon when it fires
Unk1Ability enum.AbilityId `json:"unk1_ability"` // idk
Unk2Ability enum.AbilityId `json:"unk2_ability"` // idk
InfiniteAmmo bool `json:"infinite_ammo"` // [bool]Should this weapon have infinite ammo
WeaponStatModifiers []WeaponStatModifierSetting `json:"weapon_stat_modifiers,omitempty"` // Used by attachments to specify what stat they modify and not override via normal ADD formatting.
AmmoIconInner string `json:"ammo_icon_inner"` // [material]The inner icon for the magazine that shows up on the HUD.
AmmoIconOuter string `json:"ammo_icon_outer"` // [material]The outer icon for the magazine that shows up on the HUD.
WeaponFunctionFireModes []SimpleWeaponFireModeFunction `json:"weapon_function_fire_modes,omitempty"` // Unknown
Unk3Ability enum.AbilityId `json:"unk3_ability"` // Maybe related to the array above?
UnkHash1 string `json:"unk_hash1"`
UnkHash2 string `json:"unk_hash2"`
UnkHash3 string `json:"unk_hash3"`
UnkHash4 string `json:"unk_hash4"`
}
type SimpleWeaponDefaultAttachment ¶ added in v0.7.2
type SimpleWeaponDefaultAttachment struct {
Slot enum.WeaponCustomizationSlot `json:"slot"` // Full customization slot (not unique).
Customization string `json:"customization"` // [string]Name of the default customization to use.
}
type SimpleWeaponFireModeFunction ¶ added in v0.7.2
type SimpleWeaponHeatComponent ¶ added in v0.7.2
type SimpleWeaponHeatComponent struct {
HSOverrides []SimpleHeatsinkOverrides `json:"heatsink_overrides,omitempty"`
UnknownFloat float32 `json:"unknown_float"`
UnknownFloat2 float32 `json:"unknown_float2"`
UnknownBool bool `json:"unknown_bool"`
Magazines uint32 `json:"magazines"` // Starting number of magazines.
MagazinesRefill uint32 `json:"magazines_refill"` // Number of magazines given on refill.
MagazinesMax uint32 `json:"magazines_max"` // Maximum number of magazines.
OverheatTemperature float32 `json:"overheat_temperature"` // Temperature at which the weapon overheats.
UnknownFloat3 float32 `json:"unknown_float3"` // Name length 28 chars
WarningTemperature float32 `json:"warning_temperature"` // Temperature at which the weapon cues an audible warning.
EmissionTemperature float32 `json:"emission_temperature"` // Temperature at which the weapon begins emitting smoke/steam particles.
RTPCTemperature float32 `json:"rtpc_temperature"` // Temperature at which the weapon starts altering the laser RTPC.
TempGainPerShot float32 `json:"temp_gain_per_shot"` // Amount of temperature added to the weapon per shot when firing.
TempGainPerSecond float32 `json:"temp_gain_per_second"` // Amount of temperature added to the weapon per second when firing.
TempGainPerSecondModifier float32 `json:"temp_gain_per_second_modifier"` // Multiplier on .the base temperature gain used by customizations.
TempLossPerSecond float32 `json:"temp_loss_per_second"` // Amount of temperature removed from the weapon per second when not firing.
TempLossPerSecondOverheated float32 `json:"temp_loss_per_second_overheated"` // Amount of temperature removed from the weapon per second after it's overheated.
UnknownFloat4 float32 `json:"unknown_float4"` // idk, name length should be 31 chars
UnknownFloat5 float32 `json:"unknown_float5"` // idk, name length should be 31 chars
NeedsReloadAfterOverheat bool `json:"needs_reload_after_overheat"` // [bool]Should the weapon require a new magazine after an overheat.
FiringCharge float32 `json:"firing_charge"` // Charge required to fire.
ChargeGainPerSecond float32 `json:"charge_gain_per_second"` // Amount of charge added to the weapon per second while holding the trigger.
ChargeLossPerSecond float32 `json:"charge_loss_per_second"` // Amount of charge removed from the weapon per second while not holding the trigger.
ResetChargeAfterShot bool `json:"reset_charge_after_shot"` // [bool]Should set the charge to 0 after each shot?.
SomeOtherBool bool `json:"some_other_bool"`
OwnerWarningVOEvent string `json:"owner_warning_vo_event"` // [string]The VO Event to play on owner when the beam weapon reaches warning level.
OwnerOverheatVOEvent string `json:"owner_overheat_vo_event"` // [string]The VO Event to play on owner when the beam weapon gets overheated.
MinReloadTemperature float32 `json:"min_reload_temperature"` // How much temperature do we need before we can reload
ChargingStartAudioEvent string `json:"charging_start_audio_event"` // [wwise]The audio event to play on start charging
ChargingCompleteAudioEvent string `json:"charging_complete_audio_event"` // [wwise]The audio event to play when charging complete.
DischargingStartAudioEvent string `json:"discharging_start_audio_event"` // [wwise]The audio event to play on start discharging
DischargingCompleteAudioEvent string `json:"discharging_complete_audio_event"` // [wwise]The audio event to play when discharging complete.
ChargeSourceNode string `json:"charge_source_node"` // [string]The node to play the charge/discharge audio events at.
OnOverheatStartSoundEvent string `json:"on_overheat_start_sound_event"` // [wwise]The wwise sound id to play when overheating starts.
OnOverheatStopSoundEvent string `json:"on_overheat_stop_sound_event"` // [wwise]The wwise sound id to play when overheating stops.
OnTempYellowStartSoundEvent string `json:"on_temp_yellow_start_sound_event"` // [wwise]The wwise sound id to play when yellow temperature starts.
UnknownSoundEvent string `json:"unknown_sound_event"` // Its probably an intermediate sound effect. Length 18 chars
OnTempYellowStopSoundEvent string `json:"on_temp_yellow_stop_sound_event"` // [wwise]The wwise sound id to play when yellow temperature stops.
UnknownSoundEvent2 string `json:"unknown_sound_event2"`
UnknownSoundEvent3 string `json:"unknown_sound_event3"`
UnknownSoundEvent4 string `json:"unknown_sound_event4"`
UnknownSoundEvent5 string `json:"unknown_sound_event5"`
UnknownSoundEvent6 string `json:"unknown_sound_event6"`
UnknownSoundEvent7 string `json:"unknown_sound_event7"`
CameraShakeOnChargingStart string `json:"camera_shake_on_charging_start"` // [camera_shake]The shake effect to play when the laser weapon starts charging. This ends when the charging is complete.
CameraShakeOnFiringStart string `json:"camera_shake_on_firing_start"` // [camera_shake]The shake effect to play when the laser weapon starts discharging. This ends when the discharging is complete.
CameraShakeOnYellowTempStart string `json:"camera_shake_on_yellow_temp_start"` // [camera_shake]The shake effect to play when the laser weapon enters yellow temperature. This ends when it exits out of yellow temperature.
CameraShakeOnRedTempStart string `json:"camera_shake_on_red_temp_start"` // [camera_shake]The shake effect to play when the laser weapon enters red temperature. This ends when it exits out of red temperature.
CameraShakeOnFireStopConstant string `json:"camera_shake_on_fire_stop_constant"` // [camera_shake]The exiting constant effect for when you stop firing the weapon.
CameraShakeOnFireStopKick string `json:"camera_shake_on_fire_stop_kick"` // [camera_shake]The exiting kick effect for when you stop firing the weapon.
OverheatAbility enum.AbilityId `json:"overheat_ability"` // The ability to play when this weapon overheats.
}
type SimpleWeaponMagazineAnimEvent ¶ added in v0.7.2
type SimpleWeaponMagazineAnimEvent struct {
Type enum.WeaponReloadEventType `json:"type"` // Type of reload.
AnimationEventWeapon string `json:"animation_event_weapon"` // [string]Animatiom event to trigger.
AnimationEventWielder string `json:"animation_event_wielder"` // [string]Animatiom event to trigger.
}
type SimpleWeaponMagazineComponent ¶ added in v0.7.2
type SimpleWeaponMagazineComponent struct {
Type enum.MagazineType `json:"magazine_type"` // Type of magazine.
Pattern SimpleMagazinePattern `json:"magazine_pattern"` // Only used if magazine type is Pattern.
Capacity uint32 `json:"capacity"` // Number of rounds in one magazine.
Magazines uint32 `json:"magazines"` // Starting number of magazines
MagazinesRefill uint32 `json:"magazines_refill"` // Number of magazines given on refill.
MagazinesMax uint32 `json:"magazines_max"` // Maximum number of magazines.
ReloadThreshold uint32 `json:"reload_threshold"` // Reload is allowed when less than this amount of rounds are left in the clip. Defaults to 0 which means 'Same as clip capacity'.
Chambered bool `json:"chambered"` // [bool]Can this weapon hold a round in the chamber while reloading. This makes the max amount of bullets capacity + 1 after reload when weapon has rounds remaining
UnknownBool bool `json:"unknown_bool"`
}
type SimpleWeaponMaterialOverride ¶ added in v0.7.2
type SimpleWeaponMaterialOverride struct {
DefaultWeaponSlotMaterial []UnitCustomizationMaterialOverrides `json:"default_weapon_slot_material,omitempty"` // Default material overrides per slot
WeaponSlotMaterialCustomization []SimpleWeaponSlotCustomizationMaterials `json:"weapon_slot_material_customization,omitempty"`
}
type SimpleWeaponReloadComponent ¶ added in v0.7.2
type SimpleWeaponReloadComponent struct {
ManualClearing bool `json:"manual_clearing"` // [bool]If this is true, the rules for fast/slow reload change
ReloadAllowMove bool `json:"reload_allow_move"` // [bool]Whether or not the player can move while reloading this weapon.
Ability enum.AbilityId `json:"ability"` // The ability to play on the wielder when reloading this weapon.
ReloadAnimEvents []SimpleWeaponMagazineAnimEvent `json:"reload_anim_events,omitempty"` // The animation event that will be triggered, depending on the reload type
Duration float32 `json:"duration"` // The duration of the reload. We scale the reload ability to match this duration. If 0, use the default ability duration (no scaling).
ReloadVONormal string `json:"reload_vo_normal"` // [string]VO event to play when doing a normal reload.
ReloadVOLastmag string `json:"reload_vo_lastmag"` // [string]VO event to play when doing a reload while being on your last mag (1 mag left).
ReloadVONoMags string `json:"reload_vo_no_mags"` // [string]VO event to play when trying to reload but have no mags.
ReloadVONoMagsNoBackpack string `json:"reload_vo_no_mags_no_backpack"` // [string]If VO event is present we play this when trying to reload but have no mags and no backpack.
}
type SimpleWeaponRoundsComponent ¶ added in v0.7.2
type SimpleWeaponRoundsComponent struct {
AmmoInfo WeaponRoundsAmmoInfo `json:"ammo_info"` // Ammo info for recoil and spread per magazine.
AmmoType WeaponRoundsAmmoType `json:"ammo_type"` // Ammo types per magazine.
MagazineCapacity mgl32.Vec2 `json:"magazine_capacity"` // Capacity in rounds for each magazine.
AmmoCapacity uint32 `json:"ammo_capacity"` // Maximum number of rounds.
AmmoRefill uint32 `json:"ammo_refill"` // Number of rounds given on refill.
Ammo uint32 `json:"ammo"` // Starting number of rounds.
ReloadAmount uint32 `json:"reload_amount"` // Number of rounds to add to the magazine per reload.
ReloadThresholds mgl32.Vec2 `json:"reload_thresholds"` // Reload is allowed when less than this amount of rounds are left in the magazine (set per magazine). Defaults to 0 which means 'Same as magazine capacity'.
Chambered bool `json:"chambered"` // [bool]Can this weapon hold a round in the chamber while reloading. This makes the max amount of bullets capacity + 1 after reload when weapon has rounds remaining
MagazineSwitchAudio string `json:"magazine_switch_audio"` // [wwise]What audio to play when the magazines are switched
Magazine0WeaponAnim string `json:"magazine0_weapon_anim"` // [string]What weapon animation to play when switched to magazine 0
Magazine0WielderAnim string `json:"magazine0_wielder_anim"` // [string]What wielder animation to play when switched to magazine 0
Magazine1WeaponAnim string `json:"magazine1_weapon_anim"` // [string]What weapon animation to play when switched to magazine 1
Magazine1WielderAnim string `json:"magazine1_wielder_anim"` // [string]What wielder animation to play when switched to magazine 1
MagazineAnimVariable string `json:"magazine_anim_variable"` // [string]Do we have an animation variable that we care about?
}
type SimpleWeaponSlotCustomizationMaterials ¶ added in v0.7.2
type SimpleWeaponSlotCustomizationMaterials struct {
Slot enum.WeaponCustomizationSlot `json:"slot"`
Overrides []UnitCustomizationMaterialOverrides `json:"overrides"`
}
type SimpleWeaponTriggerSettings ¶ added in v0.7.2
type SimpleWeaponTriggerSettings struct {
TriggerThreshold uint32 `json:"trigger_threshold"` // The input value that causes the weapon to fire. Range is 0-9 for the inputs, but only 3-8 are valid for trigger resistance.
TriggerThresholdRelease uint32 `json:"trigger_threshold_release"` // The input value that causes the weapon to stop firing (Should be equal or less than the regular threshold).
ResistanceStrengthStart uint32 `json:"resistance_strength_start"` // The amount of resistance in the beginning.
ResistanceStrengthEnd uint32 `json:"resistance_strength_end"` // The amount of resistance at the end. 0 means no trigger effect!
VibrationAmplitude uint32 `json:"vibration_amplitude"` // The vibration strength once the trigger is past the threshold. 0 means off.
VibrationFrequency uint32 `json:"vibration_frequency"` // The vibration frequency once the trigger is past the threshold.
VibrationFrequencyVariance uint32 `json:"vibration_frequency_variance"` // The vibration frequency variance once the trigger is past the threshold.
ChargeUpVibrationFrequencyStart uint32 `json:"charge_up_vibration_frequency_start"` // (Used by weapons that have spin up, charge, beam, etc) Replace the initial trigger resist with a vibration. This determines the vibration at 0% charge. 0 means off.
ChargeUpVibrationFrequencyEnd uint32 `json:"charge_up_vibration_frequency_end"` // (Used by weapons that have spin up, charge, beam, etc) Replace the initial trigger resist with a vibration strength. This determines the vibration at 100% charge.
WeightResistance uint32 `json:"weight_resistance"` // The amount of maximum resistance when aiming a weapon.
DoubleActionTrigger uint32 `json:"double_action_trigger"` // If above 0, will activate the single shot trigger. Number determines by how much to offset the regular trigger.
DoubleActionTriggerRegularOffset uint32 `json:"double_action_trigger_regular_offset"` // If double action is enabled, but we aren't in Full Auto, how much should the trigger threshold be offsetted by.
OnFireEvent string `json:"on_fire_event"` // [string]The name of the audio event to send to the trigger on every fire event (for rumble + controller audio).
}
type SimpleWeaponWindUpComponent ¶ added in v0.7.10
type SimpleWeaponWindUpComponent struct {
WindUpTime float32 `json:"wind_up_time"`
WindDownTime float32 `json:"wind_down_time"`
RpmAnimId string `json:"rpm_anim_id"`
RpmMultiplier float32 `json:"rpm_multiplier"`
WindUpSound string `json:"wind_up_sound"`
WindDownSound string `json:"wind_down_sound"`
WindUpAnim string `json:"wind_up_anim"`
WindDownAnim string `json:"wind_down_anim"`
UnknownBool bool `json:"unknown_bool"`
}
type SimpleWieldableComponent ¶ added in v0.7.8
type SimpleWieldableComponent struct {
AllowAds bool `json:"allow_ads"`
WielderEnterAnimationEvent string `json:"wielder_enter_animation_event"`
WielderExitAnimationEvent string `json:"wielder_exit_animation_event"`
WieldStateAudioEvent string `json:"wield_state_audio_event"`
SelfWielderEnterAnimationEvent string `json:"self_wielder_enter_animation_event"`
SelfWielderExitAnimationEvent string `json:"self_wielder_exit_animation_event"`
UnkBool bool `json:"unk_bool"`
}
type SpawnAbility ¶ added in v0.7.11
type SpawnUnitEffectSettings ¶ added in v0.7.13
type SpawnUnitEffectSettings struct {
Path stingray.Hash // [unit]The path of the unit to spawn.
SpawnAtNode stingray.ThinHash // [string]The node at which this unit will be spawned.
ID stingray.ThinHash // [string]The id of this effect. Referenced when playing/stopping this particle effect.
LinkUnit uint8 // [bool]Wether or not the spawned unit should be linked to the parent unit.
LinkOffset mgl32.Vec3 // Additional offset for the unit when we link it.
LinkRotation mgl32.Vec3 // Additional rotation for the unit when we link it.
OnDestroy enum.UnitEffectOrphanStrategy // The strategy on how to handle the unit when this entity is destroyed.
OnReplace enum.UnitEffectOrphanStrategy // The strategy on how to handle the unit when this entity is trying to play an effect that already exists.
OnDeath enum.UnitEffectOrphanStrategy // The strategy on how to handle the unit when this entity dies.
CorpseDecay uint8 // [bool]If enabled, the unit will corpse decay instead of being popped out of existance when removed.
AttachedParticle EffectSetting // Attached Particle
AttachedMaterial stingray.Hash // Name length 17
AttachedMaterialsVariable stingray.ThinHash // Name length 27
SomeVector mgl32.Vec3 // Name length 10
// contains filtered or unexported fields
}
func (SpawnUnitEffectSettings) ToSimple ¶ added in v0.7.13
func (a SpawnUnitEffectSettings) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup) SimpleSpawnUnitEffectSettings
type SpottableComponent ¶ added in v0.7.6
type SpottableComponent struct {
VoLine stingray.ThinHash // [string]The VO line to play when spotting this entity.
Radius mgl32.Vec2 // The radius of the sphere we spot against, at min and max range.
Range mgl32.Vec2 // The range in which spotting this thing is possible. Also used to scale radius.
MarkerType enum.HudMarkerType // In world hud marker to place when spotting this entity.
FindableObjective uint8 // [bool]If set, when spotted this entity will report to the objective component which can be used to complete
SpottingNode stingray.ThinHash // [string]Node used for positioning the spotting marker and detection bounds
StartActive uint8 // [bool]Whether this thing starts spottable
MarkerTypeOverride HudMarkerTypeOverride // An override setting under certain conditions
MarkerIcon stingray.Hash // [material]Icon displayed on HUD when spottable is 'pinged'
MarkerTextureType enum.TextureType // Type of texture used by the Marker Icon
// contains filtered or unexported fields
}
func (SpottableComponent) ToSimple ¶ added in v0.7.6
func (w SpottableComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type SpreadInfo ¶ added in v0.7.2
type SpreadModifiers ¶ added in v0.7.2
type StatusEffectContinuousEffect ¶ added in v0.7.13
type StatusEffectContinuousEffect struct {
Type enum.StatusEffectType `json:"type"`
ValuePerSecond float32 `json:"value_per_second"`
}
type StatusEffectTemplate ¶ added in v0.7.13
type StatusEffectTemplate struct {
Type enum.StatusEffectTemplateType
Effects [4]StatusEffectContinuousEffect
NeedsToHitValidActor uint8
// contains filtered or unexported fields
}
func (StatusEffectTemplate) ToSimple ¶ added in v0.7.13
func (s StatusEffectTemplate) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) SimpleStatusEffectTemplate
type StatusEffectTimedSphericalTemplate ¶ added in v0.7.13
type StatusEffectTimedSphericalTemplate struct {
EffectTemplate StatusEffectTemplate // The effect template to use for this effect.
Lifetime float32 // How long does this status effect last for.
TriggerVolumeNodeName stingray.ThinHash // [string]The name of the node that the status effect trigger volume will attach to.
InnerRadius float32 // The inner radius of the effect.
OuterRadius float32 // The outer radius of the effect.
}
func (StatusEffectTimedSphericalTemplate) ToSimple ¶ added in v0.7.13
func (s StatusEffectTimedSphericalTemplate) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) SimpleStatusEffectTimedSphericalTemplate
type SteepSlopeMovementInfo ¶ added in v0.7.5
type SteepSlopeMovementInfo struct {
SlideEnterAngle float32 `json:"slide_enter_angle"` // The angle at which we will enter the sliding character state.
SlideEnterMinimumDuration float32 `json:"slide_enter_minimum_duration"` // The minimum duration we need to stay in a slope considered too steep before we enter into a slide.
SlideSpeed float32 `json:"slide_speed"` // The speed at which we slide at.
SlideGravityMultiplier float32 `json:"slide_gravity_multiplier"` // A multiplier for the gravity which brings you to slide down slopes.
SlideMinimumDuration float32 `json:"slide_minimum_duration"` // The minimum duration we stay in the sliding character state once we've entered it.
SlideExitAngle float32 `json:"slide_exit_angle"` // The angle at which we will exit the sliding character state and be able to move again.
SlideBeyondMoverMaxAngleExitDuration float32 `json:"slide_beyond_mover_max_angle_exit_duration"` // While in a slide, this is the duration we have to be beyond the max mover slopes angle before we choose to exit the slide.
SlowedMovementStartAngleUphill float32 `json:"slowed_movement_start_angle_uphill"` // The angle at which we will start to move slower in uphill slopes.
SlowedMovementMaxAngleUphill float32 `json:"slowed_movement_max_angle_uphill"` // The angle at which we will move as slowest in uphill slopes.
SlowedMovementSpeedMultiplierUphill float32 `json:"slowed_movement_speed_multiplier_uphill"` // The multiplier applied to movement speed when running uphill - scaled from 1 to slowed_movement_speed_multiplier_uphill.
SlowedMovementStartAngleDownhill float32 `json:"slowed_movement_start_angle_downhill"` // The angle at which we will start to move slower in downhill slopes.
SlowedMovementMaxAngleDownhill float32 `json:"slowed_movement_max_angle_downhill"` // The angle at which we will move as slowest in downhill slopes.
SlowedMovementSpeedMultiplierDownhill float32 `json:"slowed_movement_speed_multiplier_downhill"` // The multiplier applied to movement speed when running downhill - scaled from 1 to slowed_movement_speed_multiplier_downhill.
SlopeAngleInterpolationFractionPerSecond float32 `json:"slope_angle_interpolation_fraction_per_second"` // The interpolation speed for the slope normal and angle used to calculate all of the slope modifiers.
}
type StringsLookup ¶ added in v0.7.3
type TagComponent ¶ added in v0.7.6
func (TagComponent) ToSimple ¶ added in v0.7.6
func (w TagComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type ThinHashLookup ¶ added in v0.7.2
type TruthTransmitterFactionComponent ¶ added in v0.7.13
type TruthTransmitterFactionComponent struct {
UnitMaterials [8]UnitMaterialTuple // The mapping between which unit's material name is set.
}
func (TruthTransmitterFactionComponent) ToSimple ¶ added in v0.7.13
func (w TruthTransmitterFactionComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type UnimplementedComponent ¶ added in v0.7.2
type UnimplementedComponent struct{}
func (UnimplementedComponent) ToSimple ¶ added in v0.7.2
func (u UnimplementedComponent) ToSimple(_ HashLookup, _ ThinHashLookup, _ StringsLookup) any
type UnitComponent ¶ added in v0.7.2
type UnitComponent struct {
UnitPath stingray.Hash // [unit]Path to the unit for this entity.
ScaleMin float32 // Min scale value.
ScaleMax float32 // Max scale value.
Radius float32 // The radius of the unit as used by e.g. motion and navigation
HiddenVisibilityGroups [20]stingray.ThinHash // [string]What groups to hide when this unit spawns?
ShowRandomVisibilityGroup [8]stingray.ThinHash // [string]Upon spawn, picks a random visibility group and sets it visible.
OnHotjoinCorpseRepairAbilityPatch enum.AbilityId // This ability gets ran on hot joining players when the entity is a corpse.
}
func (UnitComponent) ToSimple ¶ added in v0.7.2
func (w UnitComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type UnitCustomizationCollectionCategoryType ¶
type UnitCustomizationCollectionCategoryType uint32
const ( CategoryHangar UnitCustomizationCollectionCategoryType = iota CategoryDeliverySystem CategoryVehicleBay CategoryCount )
func (UnitCustomizationCollectionCategoryType) MarshalText ¶ added in v0.7.1
func (uccct UnitCustomizationCollectionCategoryType) MarshalText() ([]byte, error)
func (UnitCustomizationCollectionCategoryType) String ¶
func (i UnitCustomizationCollectionCategoryType) String() string
type UnitCustomizationCollectionType ¶
type UnitCustomizationCollectionType uint32
const ( CollectionShuttle UnitCustomizationCollectionType = iota CollectionHellpod CollectionHellpodRack CollectionCombatWalker CollectionCombatWalkerEmancipator CollectionFRV CollectionCount )
func (UnitCustomizationCollectionType) MarshalText ¶ added in v0.7.1
func (ucct UnitCustomizationCollectionType) MarshalText() ([]byte, error)
func (UnitCustomizationCollectionType) String ¶
func (i UnitCustomizationCollectionType) String() string
type UnitCustomizationComponent ¶ added in v0.7.1
type UnitCustomizationComponent struct {
MaterialsTexturesOverrides []UnitCustomizationMaterialOverrides `json:"materials_textures_overrides"`
MountedWeaponTextureOverrides []UnitCustomizationMaterialOverrides `json:"mounted_weapon_texture_overrides"`
}
func (UnitCustomizationComponent) ToSimple ¶ added in v0.7.2
func (customization UnitCustomizationComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type UnitCustomizationMaterialOverrides ¶
type UnitCustomizationMaterialOverrides struct {
MaterialID stingray.ThinHash `json:"material_id"`
MaterialLut stingray.Hash `json:"material_lut,omitzero"`
DecalSheet stingray.Hash `json:"decal_sheet,omitzero"`
PatternLut stingray.Hash `json:"pattern_lut,omitzero"`
PatternMasksArray stingray.Hash `json:"pattern_masks_array,omitzero"`
// contains filtered or unexported fields
}
type UnitCustomizationSetting ¶
type UnitCustomizationSetting struct {
Name string `json:"name"`
DebugName string `json:"debug_name"`
ID stingray.ThinHash `json:"id"`
Archive stingray.Hash `json:"archive"`
Customization UnitCustomizationComponent `json:"customization"`
Thumbnail stingray.Hash `json:"thumbnail"`
UIWidgetColors []mgl32.Vec3 `json:"ui_widget_colors"`
}
type UnitCustomizationSettings ¶
type UnitCustomizationSettings struct {
ParentCollectionType UnitCustomizationCollectionType `json:"parent_collection_type"`
CollectionType UnitCustomizationCollectionType `json:"collection_type"`
ObjectName string `json:"object_name"`
SkinName string `json:"skin_name"`
CategoryType UnitCustomizationCollectionCategoryType `json:"category_type"`
Skins []UnitCustomizationSetting `json:"skins,omitempty"`
ShowroomOffset mgl32.Vec3 `json:"showroom_offset"`
ShowroomRotation mgl32.Vec3 `json:"showroom_rotation"`
}
func ParseUnitCustomizationSettings ¶
func ParseUnitCustomizationSettings(getResource GetResourceFunc, stringmap map[uint32]string) ([]UnitCustomizationSettings, error)
func (*UnitCustomizationSettings) GetSkinOverrideGroup ¶ added in v0.7.1
func (u *UnitCustomizationSettings) GetSkinOverrideGroup() UnitSkinOverrideGroup
type UnitData ¶
type UnitData struct {
Slot CustomizationKitSlot
Type CustomizationKitPieceType
Weight CustomizationKitWeight
BodyType CustomizationKitBodyType
MaterialLut stingray.Hash
PatternLut stingray.Hash
CapeLut stingray.Hash
CapeGradient stingray.Hash
CapeNac stingray.Hash
DecalScalarFields stingray.Hash
BaseData stingray.Hash
DecalSheet stingray.Hash
ToneVariations stingray.Hash
}
type UnitMaterialTuple ¶ added in v0.7.13
type UnitMaterialTuple struct {
UnitPath stingray.Hash // [unit]Any units with this path will use the appropriate mesh name
BugScreenMaterial stingray.Hash // [material]The material that gets set if this is a bug faction
BotScreenMaterial stingray.Hash // [material]The material that gets set if this is a bot faction
IlluminateScreenMaterial stingray.Hash // [material]The material that gets set if this is a illuminate faction
SuperearthScreenMaterial stingray.Hash // [material]The material that gets set if this is a super earth faction
SlotName stingray.ThinHash // [string]The slot that gets the appropriate faction material
// contains filtered or unexported fields
}
func (UnitMaterialTuple) ToSimple ¶ added in v0.7.13
func (w UnitMaterialTuple) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) SimpleUnitMaterialTuple
type UnitNodeScale ¶ added in v0.7.2
type UnitSkinOverride ¶ added in v0.7.1
type UnitSkinOverride struct {
Name string
ID stingray.ThinHash
Overrides map[stingray.ThinHash][]UnitCustomizationMaterialOverrides
}
Simpler struct to just contain all the overrides for a skin
type UnitSkinOverrideGroup ¶ added in v0.7.1
type UnitSkinOverrideGroup struct {
CollectionType UnitCustomizationCollectionType
Skins []UnitSkinOverride
}
func (UnitSkinOverrideGroup) HasMaterial ¶ added in v0.7.1
func (u UnitSkinOverrideGroup) HasMaterial(matId stingray.ThinHash) bool
type UnknownChargeStruct ¶ added in v0.7.2
type UnknownChargeStruct struct {
State enum.ChargeState `json:"charge_state"`
Value float32 `json:"value"`
}
Has a charge state and a value, name should be 14 chars long
type VisibilityMaskComponent ¶
type VisibilityMaskComponent struct {
MaskInfos [64]VisibilityMaskInfo
Randomizations [4]VisibilityRandomization
}
func (*VisibilityMaskComponent) Length ¶
func (v *VisibilityMaskComponent) Length() int
func (VisibilityMaskComponent) ToSimple ¶ added in v0.7.2
func (component VisibilityMaskComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupString StringsLookup) any
type VisibilityMaskInfo ¶
type VisibilityRandomization ¶
type WeaponCameraShakeInfo ¶ added in v0.7.2
type WeaponCameraShakeInfo struct {
WorldShakeEffect stingray.Hash // [camera_shake]The shake effect to play in world. This is _not_ played if a local shake is played!
LocalShakeEffect stingray.Hash // [camera_shake]The shake effect to play on the local player's camera (that is the camera of the player firing this weapon, if and only if the weapon is being fired by a player).
FPVShakeEffect stingray.Hash // [camera_shake]The shake effect to play on the local player's camera while firing this weapon in FPV.
InnerRadius float32 // Inner radius of the world shake
OuterRadius float32 // Outer radius of the world shake
}
type WeaponCasingEffectInfo ¶ added in v0.7.2
type WeaponCasingEffectInfo struct {
EjectionEvent stingray.ThinHash // [string]Animation event that triggers the casing ejection. If none is specified it happens on fire.
EjectionEffect stingray.Hash // [particles]Particle effect of the shellcasing.
EjectionNode stingray.ThinHash // [string]Node on the weapon to play the ejection port effect.
CasingEffect stingray.Hash // [particles]Particle effect of the shellcasing.
CasingNode [4]stingray.ThinHash // [string]Nodes on the weapon to play the casing effect. Cycles through them if there is more than one.
LinkEffect stingray.Hash // [particles]Particle effect of the link.
LinkNode stingray.ThinHash // [string]Node on the weapon to play the link effect.
CasingImpactType enum.SurfaceImpactType // Surface impact type to use for effects on shellcasing bounces.
CasingAudioEvent stingray.ThinHash // [string]If set, use this audio event instead of the default for the impact type.
NumPlaybacks uint32 // How many collisions are audible
// contains filtered or unexported fields
}
type WeaponChargeComponent ¶ added in v0.7.2
type WeaponChargeComponent struct {
ChargeStateSettings [3]ChargeStateSetting // Min-, Full-, and Over-Charged states
ProjMultipliers ProjectileMultipliers // Multipliers of the setting values for the projectile based on the charge amount.
ChargeStartSoundID stingray.ThinHash // [string]Sound to start playing when the chargeup starts.
ChargeStopSoundID stingray.ThinHash // [string]Sound id to play when the chargeup ends.
ReadyToFireSoundID stingray.ThinHash // [string]Sound id to play when the weapon can fire.
DangerOverchargeSoundID stingray.ThinHash // [string]Sound id to play when the chargeup enters the danger zone.
ChargeMesh stingray.ThinHash // [string]Mesh to set charge value on.
ChargeMaterial stingray.ThinHash // [string]Material to set charge value on.
ChargeVariable stingray.ThinHash // [string]Material variable to set charge value on.
ChargeUpMuzzleFlash stingray.Hash // [particles]Particle effect of the muzzle flash while charging.
ChargeUpMuzzleFlashLoop stingray.Hash // [particles]Looping particle effect of the muzzle flash while charging.
ChargeAnimID stingray.ThinHash // [string]What the animation variable is for rotating the barrel.
ChargeEndAnimID stingray.ThinHash // [string]What the animation variable is for rotating the barrel.
ChargeRateAnimID stingray.ThinHash // [string]What the animation variable is for rotating the barrel.
SpinSpeedAnimID stingray.ThinHash // [string]What the animation variable is for rotating the barrel.
AutoFireInSafety uint8 // [bool]If disabled, will allow the user to keep the charge as long as they are holding the trigger.
ExplodesOnOvercharged uint8 // Unknown bool, name length 24 chars
ExplosionAudioEvent stingray.ThinHash // Unknown, name length 22 chars
UnknownFloat float32 // Unknown, probably related to the above
DryFireAudioEvent stingray.ThinHash // [string].
ExplodeType enum.ExplosionType
StateValue UnknownChargeStruct
// contains filtered or unexported fields
}
func (WeaponChargeComponent) ToSimple ¶ added in v0.7.2
func (w WeaponChargeComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type WeaponCustomizableItem ¶ added in v0.7.2
type WeaponCustomizableItem struct {
NameCased string
DebugName string
ID stingray.ThinHash
NameUpper string
Description string
Fluff string
Archive stingray.Hash
AddPath stingray.Hash
Icon stingray.Hash
Slots []enum.WeaponCustomizationSlot
UIWidgetColors []mgl32.Vec3
SortGroups enum.WeaponCustomizationSortGroups
}
type WeaponCustomizationComponent ¶ added in v0.7.2
type WeaponCustomizationComponent struct {
DefaultCustomizations [10]WeaponDefaultAttachment // For each unique customization slot, the default attachment.
CustomizationSlots [10]enum.WeaponCustomizationSlot // Which slots can we use to customize the weapon?
OpticsPath stingray.Hash // [unit]Path to the optics/scope unit.
MagazinePath stingray.Hash // [unit]Path to the magazine unit.
MagazineSecondaryPath stingray.Hash // [unit]Path to the second magazine unit.
UnknownHash stingray.Hash // [unit]Path to some unit (name length 22).
MuzzlePath stingray.Hash // [unit]Path to the muzzle unit.
OpticsCrosshairParams mgl32.Vec2 // Offset and scale applied to the crosshair node in the optics unit. X=Forward offset, Y=Scale.
Unknown0Path stingray.Hash // Paintscheme path? 26 chars long
Unknown1Path stingray.Hash // Some other path - 31 chars long
UnderbarrelPath stingray.Hash // [adhd]Path to the underbarrel entity.
MaterialOverride WeaponMaterialOverride // Overrides the base material of the weapon.
TriggerSettings WeaponTriggerSettings // Set trigger settings
HideMagazineOnStart uint8
MagazineAdjustingNodes [20]stingray.ThinHash // [string]Do we have any magazine nodes that need to be autoadjusted based on rounds left?
MagazineAdjustingNodesVisibleChambering uint8 // [bool]The very first node in the list will only be hidden if there isn't a chambered round
UnknownEnum enum.WeaponCustomizationUnknownEnum // Not sure what this enum is. The type name should be 22 characters long and probably starts with Weapon
UnknownBool uint8 // [bool]No clue what this controls, maybe something to do with the unknown enum
MagazineAdjustingAnimation stingray.ThinHash // [string]Animation to play on the magazine when adjusting the rounds (outside of the initial spawn).
MagazineAdjustingAnimationVariable stingray.ThinHash // [string]Animation variable to adjust with the rounds on the magazine.
IKAttachSetting enum.WeaponCustomizationIKAttach // What unit should we attach our left hand to? If set to None, it will default to the weapon
IKAttachAnimationEvent stingray.ThinHash // [string]Animation event to call, if an attachment is specified for altering our left hand.
UnknownThinHash stingray.ThinHash // No clue. Name should be 22 characters long in snake_case
// contains filtered or unexported fields
}
func (WeaponCustomizationComponent) ToSimple ¶ added in v0.7.2
func (component WeaponCustomizationComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type WeaponCustomizationSettings ¶ added in v0.7.2
type WeaponCustomizationSettings struct {
Items []WeaponCustomizableItem
}
func ParseWeaponCustomizationSettings ¶ added in v0.7.2
func ParseWeaponCustomizationSettings(getResource GetResourceFunc, stringmap map[uint32]string) ([]WeaponCustomizationSettings, error)
func (WeaponCustomizationSettings) ToSimple ¶ added in v0.7.2
func (customization WeaponCustomizationSettings) ToSimple(lookupHash func(stingray.Hash) string, lookupThinHash func(stingray.ThinHash) string) SimpleWeaponCustomizationSettings
type WeaponDataComponent ¶ added in v0.7.2
type WeaponDataComponent struct {
RecInfo RecoilInfo // Information about the recoil.
RecModifiers RecoilModifiers // Alterations to the base recoil
Spread SpreadInfo // Information about the spread.
SpreadMods SpreadModifiers // Alterations to the base spread
SwayMultiplier float32 // Multiplier applied to all sway, changing its magnitude
AimBlockLength float32 // The length of the weapon, used to block the user from aiming when obstructed.
IsSuppressed uint8
AimZoom mgl32.Vec3 // The zoom of the weapon 1 = standard fov, 2 = half fov, 4 = quarter fov
ScopeSway float32
NoiseTemp enum.NoiseTemplate // The noise noise template settings to use when firing the weapon.
VisibilityModifier float32 // When firing the weapon, the visibility will be set to this value, and the cone angle will be multiplied by this factor.
NumBurstRounds uint32 // Number of rounds fired for a burst shot.
PrimaryFireMode enum.FireMode // The primary fire mode (0 = ignored, 1 = auto, 2 = single, 3 = burst, 4 = charge safety on, 5 = charge safety off.)
SecondaryFireMode enum.FireMode // The secondary fire mode
TertiaryFireMode enum.FireMode // The tertiary fire mode
QuaternaryFireMode enum.FireMode // The quaternary fire mode
UnknownMinigunStruct [24]uint8 // a struct introduced with the minigun patch, namelen 32
FunctionInfo WeaponFunctionInfo // Settings for the different functions this weapon has.
Crosshair stingray.Hash // [material]The crosshair material.
AlwaysShowCrosshair uint8 // [bool]Should we always show the crosshair when wielding this weapon?)
FireNodes [24]stingray.ThinHash // [string]The nodes from where to spawn weapon output. If more than one, it will cycle through them.
AimSourceNode stingray.ThinHash // [string]The node from where we check for blocked aim. On mounted weapons, this is usually the muzzle, while on carried weapons it is usually the root. This is because the muzzle moves a lot as part of the block animation, leading to oscillations.
SimultaneousFire uint8 // [bool]If set, it fires one round from each fire node on single fire.
ScopeCrosshair mgl32.Vec2 // Crosshair position on screen in [-1, 1] range.
UnknownVec3 mgl32.Vec3 // Unknown vec3, namelen 33, introduced with minigun
Unknown2dVec mgl32.Vec2 // Unknown vec2, namelen 24, introduced with minigun
UnknownMinigunBool uint8 // unknown bool, namelen 27, introduced with minigun
ScopeZeroing mgl32.Vec3 // What are the different stages of zeroing we are allowed to have?
ScopeLensHidesWeapon uint8 // [bool]Should we hide the weapon when looking through the scope lens? Should be applied for optics that have high zoom.
Ergonomics float32 // How responsive is the weapon when turning, aiming and shooting?
UnknownFloat float32 // Name len 31, introduced with minigun
UnknownMinigunBool2 uint8 // Name len 38, introduced with minigun
Unknown2dVec2 mgl32.Vec2 // Unknown vec2, namelen 50
Unknown2dVec3 mgl32.Vec2 // Unknown vec2, namelen 40, introduced with minigun
ConstrainedAimLeading uint8 // [bool]If set, the camera may not get too far away from the aim direction.
AllowFPV uint8 // [bool]Allow First Person View on this weapon
AllowAiming uint8 // [bool]Allow aiming on this weapon
FirePreventsMovement uint8 // [bool]Unknown, name length 23
StartFiringMinigunAnimationEvent stingray.ThinHash // Unknown thin hash, introduced with minigun, name len 42
StopFiringMinigunAnimationEvent stingray.ThinHash // Unknown thin hash, introduced with minigun, name len 41
UnknownBool2 uint8 // [bool]Unknown, name length 14
CrosshairType enum.CrosshairWeaponType // What does this weapons crosshair look like.
FirstPersonSightNodes [4]OpticSetting // [string]The chain of bones to the sight of the weapon for first person view.
FirstPersonCameraNode stingray.ThinHash // Not sure. name length should be 23 chars in snake_case
FirstPersonOpticAttachNode stingray.ThinHash // [string]The chain of bones to the attach_optic bone of the weapon for first person view.
AutoDropAbility enum.AbilityId // The ability to play when dropping the weapon due to no ammo. Only used for un-realoadable weapons.
ShouldWeaponScream uint8 // [bool]Should Play Weapon Scream.
EnterFirstPersonAimAudioEvent stingray.ThinHash // [wwise]Sound id to play when entering first person aim
ExitFirstPersonAimAudioEvent stingray.ThinHash // [wwise]Sound id to play when exiting first person aim
FirstPersonAimAudioEventNodeID stingray.ThinHash // [string]Node at where the on/exit aim down sights sounds are played.
EnterThirdPersonAimAudioEvent stingray.ThinHash // [wwise]Sound id to play when entering third person aim
ExitThirdPersonAimAudioEvent stingray.ThinHash // [wwise]Sound id to play when exiting third person aim
ThirdPersonAimAudioEventNodeID stingray.ThinHash // [string]Node at where the on/exit aim down sights sounds are played.
FireModeChangedAudioEvent stingray.ThinHash // [wwise]Sound id to play when changing fire mode
OnFireRoundsRemainingAnimationVariable stingray.ThinHash // [string]Animation variable to set to the normalized value of the remaining amount of rounds every time we fire our weapon.
OnFireRoundEffects [8]EffectSetting // Extra particle effect to play when firing a round for this weapon. This effect is fire-and-forget.
OnFireRoundNodeScales [2]UnitNodeScale // Node to be scaled firing a round for this weapon.
OnFireRoundAnimEvent stingray.ThinHash // [string]Animation event to trigger every time we fire a round.
OnFireLastRoundAnimEvent stingray.ThinHash // [string]Animation event to trigger when we fire the last round, replaces the normal animation event at that case.
OnFireRoundWielderAnimEvent stingray.ThinHash // [string]Animation event to trigger on the wielder every time we fire a round.
OnFireModeChangedAnimVariable stingray.ThinHash // [string]The animation variable to set with the new fire mode.
OnFireModeChangedWielderAnimEvent stingray.ThinHash // [string]Animation event to trigger on the wielder / fp wielder every time we change fire mode.
FireAbility enum.AbilityId // The ability to play on the weapon when it fires
Unk1Ability enum.AbilityId // idk
Unk2Ability enum.AbilityId // idk
InfiniteAmmo uint8 // [bool]Should this weapon have infinite ammo
WeaponStatModifiers [8]WeaponStatModifierSetting // Used by attachments to specify what stat they modify and not override via normal ADD formatting.
AmmoIconInner stingray.Hash // [material]The inner icon for the magazine that shows up on the HUD.
AmmoIconOuter stingray.Hash // [material]The outer icon for the magazine that shows up on the HUD.
WeaponFunctionFireModes [8]WeaponFireModeFunction // Unknown
Unk3Ability enum.AbilityId // Maybe related to the array above?
UnkHash1 stingray.ThinHash
UnkHash2 stingray.ThinHash
UnkHash3 stingray.ThinHash
UnkHash4 stingray.ThinHash
// contains filtered or unexported fields
}
func (WeaponDataComponent) ToSimple ¶ added in v0.7.2
func (d WeaponDataComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type WeaponDefaultAttachment ¶ added in v0.7.2
type WeaponDefaultAttachment struct {
Slot enum.WeaponCustomizationSlot // Full customization slot (not unique).
Customization stingray.ThinHash // [string]Name of the default customization to use.
}
type WeaponFireModeFunction ¶ added in v0.7.2
type WeaponFireModeFunction struct {
Function enum.WeaponFunctionType
SomeHash stingray.ThinHash
SomeOtherHash stingray.ThinHash
FunctionFireMode enum.FireMode
SomeBool uint8
// contains filtered or unexported fields
}
DLHash 2f79ad03 - name should be 23 chars long
type WeaponFunctionInfo ¶ added in v0.7.2
type WeaponFunctionInfo struct {
Left enum.WeaponFunctionType `json:"left"` // What weapon function is related to this input.
Right enum.WeaponFunctionType `json:"right"` // What weapon function is related to this input.
}
type WeaponHeatBuildup ¶ added in v0.7.2
type WeaponHeatComponent ¶ added in v0.7.2
type WeaponHeatComponent struct {
HSOverrides [3]HeatsinkOverrides
UnknownFloat float32
UnknownFloat2 float32
UnknownBool uint8
Magazines uint32 // Starting number of magazines.
MagazinesRefill uint32 // Number of magazines given on refill.
MagazinesMax uint32 // Maximum number of magazines.
OverheatTemperature float32 // Temperature at which the weapon overheats.
UnknownFloat3 float32 // Name length 28 chars
WarningTemperature float32 // Temperature at which the weapon cues an audible warning.
EmissionTemperature float32 // Temperature at which the weapon begins emitting smoke/steam particles.
RTPCTemperature float32 // Temperature at which the weapon starts altering the laser RTPC.
TempGainPerShot float32 // Amount of temperature added to the weapon per shot when firing.
TempGainPerSecond float32 // Amount of temperature added to the weapon per second when firing.
TempGainPerSecondModifier float32 // Multiplier on .the base temperature gain used by customizations.
TempLossPerSecond float32 // Amount of temperature removed from the weapon per second when not firing.
TempLossPerSecondOverheated float32 // Amount of temperature removed from the weapon per second after it's overheated.
UnknownFloat4 float32 // idk, name length should be 31 chars
UnknownFloat5 float32 // idk, name length should be 31 chars
NeedsReloadAfterOverheat uint8 // [bool]Should the weapon require a new magazine after an overheat.
FiringCharge float32 // Charge required to fire.
ChargeGainPerSecond float32 // Amount of charge added to the weapon per second while holding the trigger.
ChargeLossPerSecond float32 // Amount of charge removed from the weapon per second while not holding the trigger.
ResetChargeAfterShot uint8 // [bool]Should set the charge to 0 after each shot?.
SomeOtherBool uint8
OwnerWarningVOEvent stingray.ThinHash // [string]The VO Event to play on owner when the beam weapon reaches warning level.
OwnerOverheatVOEvent stingray.ThinHash // [string]The VO Event to play on owner when the beam weapon gets overheated.
MinReloadTemperature float32 // How much temperature do we need before we can reload
ChargingStartAudioEvent stingray.ThinHash // [wwise]The audio event to play on start charging
ChargingCompleteAudioEvent stingray.ThinHash // [wwise]The audio event to play when charging complete.
DischargingStartAudioEvent stingray.ThinHash // [wwise]The audio event to play on start discharging
DischargingCompleteAudioEvent stingray.ThinHash // [wwise]The audio event to play when discharging complete.
ChargeSourceNode stingray.ThinHash // [string]The node to play the charge/discharge audio events at.
OnOverheatStartSoundEvent stingray.ThinHash // [wwise]The wwise sound id to play when overheating starts.
OnOverheatStopSoundEvent stingray.ThinHash // [wwise]The wwise sound id to play when overheating stops.
OnTempYellowStartSoundEvent stingray.ThinHash // [wwise]The wwise sound id to play when yellow temperature starts.
UnknownSoundEvent stingray.ThinHash // Its probably an intermediate sound effect. Length 18 chars
OnTempYellowStopSoundEvent stingray.ThinHash // [wwise]The wwise sound id to play when yellow temperature stops.
UnknownSoundEvent2 stingray.ThinHash
UnknownSoundEvent3 stingray.ThinHash
UnknownSoundEvent4 stingray.ThinHash
UnknownSoundEvent5 stingray.ThinHash
UnknownSoundEvent6 stingray.ThinHash
UnknownSoundEvent7 stingray.ThinHash
CameraShakeOnChargingStart stingray.Hash // [camera_shake]The shake effect to play when the laser weapon starts charging. This ends when the charging is complete.
CameraShakeOnFiringStart stingray.Hash // [camera_shake]The shake effect to play when the laser weapon starts discharging. This ends when the discharging is complete.
CameraShakeOnYellowTempStart stingray.Hash // [camera_shake]The shake effect to play when the laser weapon enters yellow temperature. This ends when it exits out of yellow temperature.
CameraShakeOnRedTempStart stingray.Hash // [camera_shake]The shake effect to play when the laser weapon enters red temperature. This ends when it exits out of red temperature.
CameraShakeOnFireStopConstant stingray.Hash // [camera_shake]The exiting constant effect for when you stop firing the weapon.
CameraShakeOnFireStopKick stingray.Hash // [camera_shake]The exiting kick effect for when you stop firing the weapon.
OverheatAbility enum.AbilityId // The ability to play when this weapon overheats.
// contains filtered or unexported fields
}
func (WeaponHeatComponent) ToSimple ¶ added in v0.7.2
func (h WeaponHeatComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type WeaponMagazineAnimEvent ¶ added in v0.7.2
type WeaponMagazineComponent ¶ added in v0.7.2
type WeaponMagazineComponent struct {
Type enum.MagazineType // Type of magazine.
Pattern MagazinePattern // Only used if magazine type is Pattern.
Capacity uint32 // Number of rounds in one magazine.
Magazines uint32 // Starting number of magazines
MagazinesRefill uint32 // Number of magazines given on refill.
MagazinesMax uint32 // Maximum number of magazines.
ReloadThreshold uint32 // Reload is allowed when less than this amount of rounds are left in the clip. Defaults to 0 which means 'Same as clip capacity'.
Chambered uint8 // [bool]Can this weapon hold a round in the chamber while reloading. This makes the max amount of bullets capacity + 1 after reload when weapon has rounds remaining
UnknownBool uint8
// contains filtered or unexported fields
}
func (WeaponMagazineComponent) ToSimple ¶ added in v0.7.2
func (m WeaponMagazineComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type WeaponMaterialOverride ¶ added in v0.7.2
type WeaponMaterialOverride struct {
DefaultWeaponSlotMaterial [10]UnitCustomizationMaterialOverrides // Default material overrides per slot
WeaponSlotMaterialCustomization [10]WeaponSlotCustomizationMaterials
}
type WeaponReloadComponent ¶ added in v0.7.2
type WeaponReloadComponent struct {
ManualClearing uint8 // [bool]If this is true, the rules for fast/slow reload change
ReloadAllowMove uint8 // [bool]Whether or not the player can move while reloading this weapon.
Ability enum.AbilityId // The ability to play on the wielder when reloading this weapon.
ReloadAnimEvents [4]WeaponMagazineAnimEvent // The animation event that will be triggered, depending on the reload type
Duration float32 // The duration of the reload. We scale the reload ability to match this duration. If 0, use the default ability duration (no scaling).
ReloadVONormal stingray.ThinHash // [string]VO event to play when doing a normal reload.
ReloadVOLastmag stingray.ThinHash // [string]VO event to play when doing a reload while being on your last mag (1 mag left).
ReloadVONoMags stingray.ThinHash // [string]VO event to play when trying to reload but have no mags.
ReloadVONoMagsNoBackpack stingray.ThinHash // [string]If VO event is present we play this when trying to reload but have no mags and no backpack.
// contains filtered or unexported fields
}
func (WeaponReloadComponent) ToSimple ¶ added in v0.7.2
func (w WeaponReloadComponent) ToSimple(_ HashLookup, lookupThinHash ThinHashLookup, _ StringsLookup) any
type WeaponRoundsAmmoInfo ¶ added in v0.7.2
type WeaponRoundsAmmoInfo struct {
PrimaryRecoilModifiers RecoilModifiers // Information about the recoil for the primary magazine.
PrimarySpreadModifiers SpreadModifiers // Information about the spread for the primary magazine.
SecondaryRecoilModifiers RecoilModifiers // Information about the recoil for the secondary magazine.
SecondarySpreadModifiers SpreadModifiers // Information about the spread for the secondary magazine.
}
type WeaponRoundsAmmoType ¶ added in v0.7.2
type WeaponRoundsAmmoType struct {
PrimaryProjectileType enum.ProjectileType // Projectile type the first magazine contains.
AlternateProjectileType enum.ProjectileType // Projectile type the second magazine contains.
}
type WeaponRoundsComponent ¶ added in v0.7.2
type WeaponRoundsComponent struct {
AmmoInfo WeaponRoundsAmmoInfo // Ammo info for recoil and spread per magazine.
AmmoType WeaponRoundsAmmoType // Ammo types per magazine.
MagazineCapacity mgl32.Vec2 // Capacity in rounds for each magazine.
AmmoCapacity uint32 // Maximum number of rounds.
AmmoRefill uint32 // Number of rounds given on refill.
Ammo uint32 // Starting number of rounds.
ReloadAmount uint32 // Number of rounds to add to the magazine per reload.
ReloadThresholds mgl32.Vec2 // Reload is allowed when less than this amount of rounds are left in the magazine (set per magazine). Defaults to 0 which means 'Same as magazine capacity'.
Chambered uint8 // [bool]Can this weapon hold a round in the chamber while reloading. This makes the max amount of bullets capacity + 1 after reload when weapon has rounds remaining
MagazineSwitchAudio stingray.ThinHash // [wwise]What audio to play when the magazines are switched
Magazine0WeaponAnim stingray.ThinHash // [string]What weapon animation to play when switched to magazine 0
Magazine0WielderAnim stingray.ThinHash // [string]What wielder animation to play when switched to magazine 0
Magazine1WeaponAnim stingray.ThinHash // [string]What weapon animation to play when switched to magazine 1
Magazine1WielderAnim stingray.ThinHash // [string]What wielder animation to play when switched to magazine 1
MagazineAnimVariable stingray.ThinHash // [string]Do we have an animation variable that we care about?
// contains filtered or unexported fields
}
func (WeaponRoundsComponent) ToSimple ¶ added in v0.7.2
func (w WeaponRoundsComponent) ToSimple(_ HashLookup, lookupThinHash ThinHashLookup, _ StringsLookup) any
type WeaponSlotCustomizationMaterials ¶ added in v0.7.2
type WeaponSlotCustomizationMaterials struct {
Slot enum.WeaponCustomizationSlot
Overrides [10]UnitCustomizationMaterialOverrides
// contains filtered or unexported fields
}
type WeaponStatModifierSetting ¶ added in v0.7.2
type WeaponStatModifierSetting struct {
Type enum.WeaponStatModifierType `json:"type"` // Modifier type
Value float32 `json:"value"`
}
type WeaponTriggerSettings ¶ added in v0.7.2
type WeaponTriggerSettings struct {
TriggerThreshold uint32 // The input value that causes the weapon to fire. Range is 0-9 for the inputs, but only 3-8 are valid for trigger resistance.
TriggerThresholdRelease uint32 // The input value that causes the weapon to stop firing (Should be equal or less than the regular threshold).
ResistanceStrengthStart uint32 // The amount of resistance in the beginning.
ResistanceStrengthEnd uint32 // The amount of resistance at the end. 0 means no trigger effect!
VibrationAmplitude uint32 // The vibration strength once the trigger is past the threshold. 0 means off.
VibrationFrequency uint32 // The vibration frequency once the trigger is past the threshold.
VibrationFrequencyVariance uint32 // The vibration frequency variance once the trigger is past the threshold.
ChargeUpVibrationFrequencyStart uint32 // (Used by weapons that have spin up, charge, beam, etc) Replace the initial trigger resist with a vibration. This determines the vibration at 0% charge. 0 means off.
ChargeUpVibrationFrequencyEnd uint32 // (Used by weapons that have spin up, charge, beam, etc) Replace the initial trigger resist with a vibration strength. This determines the vibration at 100% charge.
WeightResistance uint32 // The amount of maximum resistance when aiming a weapon.
DoubleActionTrigger uint32 // If above 0, will activate the single shot trigger. Number determines by how much to offset the regular trigger.
DoubleActionTriggerRegularOffset uint32 // If double action is enabled, but we aren't in Full Auto, how much should the trigger threshold be offsetted by.
OnFireEvent stingray.ThinHash // [string]The name of the audio event to send to the trigger on every fire event (for rumble + controller audio).
}
type WeaponWindUpComponent ¶ added in v0.7.10
type WeaponWindUpComponent struct {
WindUpTime float32 // Time until the weapon fully winds up.
WindDownTime float32 // Time until the weapon fully winds down.
RpmAnimId stingray.ThinHash // [string]What the animation variable is for rotating the barrel.
RpmMultiplier float32 // The RPM spin is decided by the weapon RPM, this would act as a multiplier on top.
WindUpSound stingray.ThinHash // [wwise]Sound to play when you start winding up.
WindDownSound stingray.ThinHash // [wwise]Sound to play when you start winding down.
WindUpAnim stingray.ThinHash // [string]Animation to play when you start winding up.
WindDownAnim stingray.ThinHash // [string]Animation to play when you start winding down.
UnknownBool uint8 // Unknown, name length 19
// contains filtered or unexported fields
}
func (WeaponWindUpComponent) ToSimple ¶ added in v0.7.10
func (w WeaponWindUpComponent) ToSimple(_ HashLookup, lookupThinHash ThinHashLookup, _ StringsLookup) any
type WieldableComponent ¶ added in v0.7.8
type WieldableComponent struct {
AllowAds uint8 // [bool]If set the wielding player can enter aim-down-sights mode for this weapon.
WielderEnterAnimationEvent stingray.ThinHash // [string]Animation event to send when a wielder is set.
WielderExitAnimationEvent stingray.ThinHash // [string]Animation event to send when the wielder is removed.
WieldStateAudioEvent stingray.ThinHash // [wwise]Wwise event to set the currently-equipped weapon state
SelfWielderEnterAnimationEvent stingray.ThinHash // Maybe the animation event sent to the wielder on entry?
SelfWielderExitAnimationEvent stingray.ThinHash // Maybe the animation event sent to the wielder on exit?
UnkBool uint8 // name length 42
// contains filtered or unexported fields
}
func (WieldableComponent) ToSimple ¶ added in v0.7.8
func (w WieldableComponent) ToSimple(lookupHash HashLookup, lookupThinHash ThinHashLookup, lookupStrings StringsLookup) any
type WoundedState ¶ added in v0.7.2
Source Files
¶
- ability_component.go
- animation_component.go
- arc_settings.go
- arc_weapon_component.go
- armor_sets.go
- attachable_component.go
- avatar_component.go
- beam_settings.go
- beam_weapon_component.go
- behavior_component.go
- character_name_component.go
- damage_settings.go
- danger_warning_component.go
- datalib.go
- datalib_instance.go
- deposit_component.go
- dltypeatom_string.go
- dltypestorage_string.go
- effect_reference_component.go
- effect_setting.go
- encyclopedia_entry_component.go
- enemy_package_component.go
- entity_component_settings.go
- entity_deltas.go
- environment_settings.go
- equipment_component.go
- exploration_reward_component.go
- explosion_settings.go
- explosive_component.go
- faction_component.go
- generate.go
- hash_lookup.go
- health_component.go
- helldivercustomizationpassivebonusmodifiertype_string.go
- hellpod_component.go
- hellpod_payload_component.go
- hellpod_rack_component.go
- interactable_component.go
- inventory_component.go
- loadout_package_component.go
- local_unit_component.go
- material_swap_component.go
- material_variables_component.go
- melee_attack_component.go
- mount_component.go
- passive_bonuses.go
- projectile_settings.go
- projectile_weapon_component.go
- seeking_missile_component.go
- spottable_component.go
- tag_component.go
- truth_transmitter_faction_component.go
- unit_component.go
- unit_customization.go
- unitcustomizationcollectioncategorytype_string.go
- unitcustomizationcollectiontype_string.go
- visibility_mask.go
- weapon_charge_component.go
- weapon_customization.go
- weapon_customization_component.go
- weapon_data_component.go
- weapon_heat_component.go
- weapon_magazine_component.go
- weapon_reload_component.go
- weapon_rounds_component.go
- weapon_wind_up_component.go
- wieldable_component.go
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