s2cfgtojson 3.14.0 → 3.15.0

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Files changed (3) hide show
  1. package/enums.mts +3 -0
  2. package/package.json +1 -1
  3. package/types.mts +30 -2
package/enums.mts CHANGED
@@ -1686,6 +1686,9 @@ export type ERequiredSquadMembers = `ERequiredSquadMembers::${
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  export type ESaveType = `ESaveType::${"Auto" | "Manual" | "Quest" | "Quick"}`;
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+ export type ESaveSubType =
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+ `ESaveSubType::${"Auto" | "Manual" | "Quest" | "Quick"}`;
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+
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  export type EScenarioBranch = `EScenarioBranch::${
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  | "Noon"
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  | "Skif"
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "s2cfgtojson",
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- "version": "3.14.0",
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+ "version": "3.15.0",
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  "description": "Converts Stalker 2 Cfg file into POJOs",
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  "keywords": [
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  "stalker",
package/types.mts CHANGED
@@ -28,7 +28,6 @@ import {
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  EAgentType,
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  EAgentArchetype,
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  EEmotionalFaceMasks,
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- EAimAssistPresetType,
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  EEffectType,
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  EDuplicateResolveType,
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  EBeneficial,
@@ -109,6 +108,8 @@ import {
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  EModifyAbilitySequenceQuestNodeMode,
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  EHealingType,
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  ELairType,
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+ EAimAssistPresetType,
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+ ESaveSubType,
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  } from "./enums.mts";
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  import { Struct } from "./Struct.mjs";
@@ -530,6 +531,33 @@ export type DifficultyPrototype = GetStructType<{
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  AccumulatedDamageReductionIncludesHealedHealth: boolean;
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  CorpseSmartLoot: { GeneralNPC: string };
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  DefaultAimAssistPresetType: EAimAssistPresetType;
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+ TotalSaveLimits: { SubType: ESaveSubType; Limit: number }[];
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+ NightVisionGoggles_Cost: number;
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+ AllowedSaveTypes: ESaveType[];
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+ AutosaveAfterQuests: string[];
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+ bShouldDisableCrosshair: boolean;
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+ bShouldDisableCompass: boolean;
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+ bShouldDisableStashMarkers: boolean;
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+ bShouldDisableDeadBodyMarkers: boolean;
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+ AdditionalMechanicsEffects: string[];
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+ PlayerWeapon_HeadshotMultiplier: number;
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+ ShowWarningPopup: boolean;
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+ BlockSettings: boolean;
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+ AgentCooldownMultipliers: {
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+ AgentPrototypeSID: string;
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+ CooldownMultipliers: {
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+ CooldownTag: string;
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+ CooldownMultiplier: number;
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+ }[];
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+ }[];
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+ Weapon_JammingMultiplier: number;
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+ PsyPhantomNPCOverrides: {
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+ OverrideEffectPrototypeSID: string;
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+ PSYDelayBeforeNewSpawnCycleModifier: number;
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+ PsyPhantomNPCCountMultiplier: number;
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+ bPsyNPCApplyBleeding: boolean;
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+ PsyNPCDurabilityDamageMultiplier: number;
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+ }[];
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  }>;
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  export type EffectPrototype = GetStructType<{
@@ -2610,7 +2638,7 @@ export type LairPrototype = GetStructType<{
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  SID: string;
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  Preset: {
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  InitialInhabitantFaction: string;
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- IsALifePoint: true;
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+ IsALifePoint: boolean;
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  PossibleInhabitantFactions: Record<
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  Faction,
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  {