[−][src]Struct tarkov::constant::Props
All item properties.
Fields
name: Option<String>
Full item name
short_name: Option<String>
Short item name
description: Option<String>
Item description
weight: Option<f64>
Item weight
background_color: Option<String>
Item background color
width: Option<u64>
Item width
height: Option<u64>
Item height
stack_max_size: Option<u64>
Item maximum stack size
rarity: Option<String>
Item rarity
spawn_chance: Option<f64>
Item spawn chance
credits_price: Option<u64>
Item price?
item_sound: Option<String>
Item sound
prefab: Option<Prefab>
Item prefab
use_prefab: Option<Prefab>
Item prefab?
stack_objects_count: Option<u64>
Item stack count
not_shown_in_slot: Option<bool>
?
examined_by_default: Option<bool>
Item is examined by default.
examine_time: Option<u64>
Time it takes to examine an item in seconds.
is_undiscardable: Option<bool>
Item cannot be deleted.
is_unsaleable: Option<bool>
Item cannot be sold.
is_unbuyable: Option<bool>
Item cannot be bought.
is_ungivable: Option<bool>
Item cannot be given?.
is_locked_after_equip: Option<bool>
Item locked after equipping?.
quest_item: Option<bool>
Item is needed for quests.
loot_experience: Option<u64>
Experience for looting item.
examine_experience: Option<u64>
Experience for examining item.
hide_entrails: Option<bool>
?
repair_cost: Option<u64>
Item repair cost
repair_speed: Option<u64>
Item repair speed
extra_size_left: Option<u64>
?
extra_size_right: Option<u64>
?
extra_size_up: Option<u64>
?
extra_size_down: Option<u64>
?
extra_size_force_add: Option<bool>
?
merges_with_children: Option<bool>
?
can_sell_on_ragfair: Option<bool>
Item can be sold on the flea market.
can_require_on_ragfair: Option<bool>
Item can be traded on the flea market.
banned_from_ragfair: Option<bool>
Item banned from the flea market.
conflicting_items: Option<Vec<String>>
?
fixed_price: Option<bool>
Item fixed price
unlootable: Option<bool>
Item cannot be looted.
unlootable_from_slot: Option<String>
Item cannot be looted from slot.
unlootable_from_side: Option<Vec<Side>>
Item cannot be looted from side.
change_price_coefficient: Option<u64>
?
allow_spawn_on_locations: Option<Vec<String>>
Item spawns locations
send_to_client: Option<bool>
?
animation_variants_number: Option<u64>
?
discarding_block: Option<bool>
?
max_resource: Option<u64>
?
resource: Option<u64>
?
dog_tag_qualities: Option<bool>
?
grids: Option<Vec<Grid>>
Item grids
slots: Option<Vec<Slot>>
Item slots
can_put_into_during_the_raid: Option<bool>
Items can be equipped during a raid.
cant_remove_from_slots_during_raid: Option<Vec<String>>
Item cannot be removed from slots during a raid.
key_ids: Option<Vec<String>>
Item key IDs
tag_color: Option<u64>
Item tag color
tag_name: Option<String>
Item tag name
durability: Option<u64>
Item durability
accuracy: Option<i64>
Weapon accuracy
recoil: Option<f64>
Weapon recoil
loudness: Option<i64>
Weapon loudness
effective_distance: Option<u64>
Weapon effective distance
ergonomics: Option<f64>
Item ergonomics?
velocity: Option<f64>
Item velocity
raid_moddable: Option<bool>
?
tool_moddable: Option<bool>
?
blocks_folding: Option<bool>
?
blocks_collapsible: Option<bool>
?
is_animated: Option<bool>
?
has_shoulder_contact: Option<bool>
Weapon has a buttstock.
sighting_range: Option<u64>
Weapon sighting range
modes_count: Option<u64>
Weapon firing modes
muzzle_mod_type: Option<String>
Weapon muzzle mod type
sight_mod_type: Option<String>
Weapon sight mod type
variable_zoom: Option<bool>
Weapon has a telescopic sight equipped.
var_zoom_count: Option<u64>
Weapon telescopic sight magnification levels.
var_zoom_add: Option<u64>
Weapon telescopic sight magnification?
aiming_sensitivity: Option<f64>
Weapon aiming sensitivity
sight_modes_count: Option<u64>
Weapon sight mode count
optic_calibration_distances: Option<Vec<u64>>
Weapon sight calibration distances
intensity: Option<f64>
?
mask: Option<String>
?
mask_size: Option<f64>
?
noise_intensity: Option<f64>
Item noise intensity
noise_scale: Option<u64>
Item noise scale
color: Option<Color>
Item color
diffuse_intensity: Option<f64>
?
has_hinge: Option<bool>
?
ramp_palette: Option<String>
?
depth_fade: Option<f64>
?
roughness_coefficient: Option<f64>
?
specular_coefficient: Option<f64>
?
main_tex_color_coefficient: Option<f64>
?
minimum_temperature_value: Option<f64>
?
ramp_shift: Option<f64>
?
heat_min: Option<f64>
?
cold_max: Option<f64>
?
is_noisy: Option<bool>
?
is_fps_stuck: Option<bool>
?
is_glitch: Option<bool>
?
is_motion_blurred: Option<bool>
?
is_pixelated: Option<bool>
?
pixelation_block_count: Option<u64>
?
mag_animation_index: Option<u64>
?
cartridges: Option<Vec<Cartridge>>
Weapon cartridge/ammo
can_fast: Option<bool>
?
can_hit: Option<bool>
?
can_admin: Option<bool>
?
load_unload_modifier: Option<i64>
?
check_time_modifier: Option<i64>
?
check_override: Option<u64>
?
reload_mag_type: Option<String>
?
visible_ammo_ranges_string: Option<String>
?
is_shoulder_contact: Option<bool>
Weapon has a buttstock.
foldable: Option<bool>
Weapon stock is foldable.
retractable: Option<bool>
Weapon stock is retractable?
size_reduce_right: Option<u64>
?
center_of_impact: Option<f64>
?
shotgun_dispersion: Option<f64>
Shotgun shot dispersion
is_silencer: Option<bool>
Weapon has a suppressor.
search_sound: Option<String>
Item search sound
blocks_armor_vest: Option<bool>
?
speed_penalty_percent: Option<i64>
?
grid_layout_name: Option<String>
?
spawn_filter: Option<Vec<String>>
?
contain_type: Option<Value>
Unknown type
size_width: Option<u64>
Item width in inventory.
size_height: Option<u64>
Item height in inventory.
is_secured: Option<bool>
?
spawn_types: Option<String>
?
loot_filter: Option<Value>
Unknown type
spawn_rarity: Option<String>
Item spawn rarity
min_count_spawn: Option<u64>
?
max_count_spawn: Option<u64>
?
opened_by_key_id: Option<Value>
Unknown type
rig_layout_name: Option<String>
Item rig layout name
max_durability: Option<u64>
Item maximum durability
armor_zone: Option<Vec<ArmorZone>>
Item armor zone
armor_class: Option<String>
Item armor class
mouse_penalty: Option<i64>
?
weapon_ergonomic_penalty: Option<i64>
?
blunt_throughput: Option<f64>
?
armor_material: Option<String>
Item armor material
weapon_class: Option<String>
Weapon class
weapon_use_type: Option<String>
Weapon type
ammo_caliber: Option<String>
Weapon ammo caliber
operating_resource: Option<u64>
?
repair_complexity: Option<u64>
?
durability_spawn_min: Option<u64>
Item spawn minimum durability chance
durability_spawn_max: Option<u64>
Item spawn maximum durability chance
is_fast_reload: Option<bool>
Weapon fast reload
recoil_force_up: Option<u64>
Weapon recoil vertical force
recoil_force_back: Option<u64>
Weapon recoil back force
convergence: Option<f64>
?
recoil_angle: Option<u64>
Weapon recoil angle
weapon_fire_type: Option<Vec<FireMode>>
Weapon fire modes
recoil_dispersion: Option<u64>
Weapon recoil dispersion rate
firerate: Option<u64>
Weapon fire mode
eff_dist: Option<u64>
Weapon effective distance?
hear_dist: Option<u64>
Weapon maximum sound distance
is_chamber_load: Option<bool>
Weapon has a round in the chamber.
chamber_ammo_count: Option<u64>
?
is_bolt_catch: Option<bool>
Weapon bolt catch is engaged.
def_mag_type: Option<String>
Weapon magazine type?.
def_ammo: Option<String>
Weapon ammo type?.
chambers: Option<Vec<Chamber>>
Weapon chamber?.
camera_recoil: Option<f64>
?
camera_snap: Option<f64>
?
reload_mode: Option<String>
Weapon reload mode
aim_plane: Option<f64>
?
deviation_curve: Option<u64>
?
deviation_max: Option<u64>
?
tactical_reload_stiffness: Option<Coordinate>
?
tactical_reload_fixation: Option<f64>
?
recoil_center: Option<Coordinate>
?
rotation_center: Option<Coordinate>
?
rotation_center_no_stock: Option<Coordinate>
?
folded_slot: Option<String>
?
compact_handling: Option<bool>
?
min_repair_degradation: Option<u64>
Item minimum repair degradation
max_repair_degradation: Option<f64>
Item maximum repair degradation
iron_sight_range: Option<u64>
Weapon iron sight zero
must_bolt_be_opened_for_external_reload: Option<bool>
Weapon's bolt catch must be engaged for external reload (pressing R).
must_bolt_be_opened_for_internal_reload: Option<bool>
Weapon's bolt catch must be engaged for internal reload (reload inside inventory).
bolt_action: Option<bool>
Weapon is bolt action operated.
hip_accuracy_restoration_delay: Option<f64>
?
hip_accuracy_restoration_speed: Option<u64>
?
hip_inaccuracy_gain: Option<f64>
?
manual_bolt_catch: Option<bool>
?
blocks_earpiece: Option<bool>
Item blocks earpiece.
blocks_eye_wear: Option<bool>
Item blocks eye wear.
blocks_head_wear: Option<bool>
Item blocks head wear.
blocks_face_cover: Option<bool>
Item blocks face cover.
food_use_time: Option<u64>
Time it takes to consume food.
food_effect_type: Option<String>
Food effect type.
stimulator_buffs: Option<String>
?
effects_health: Option<HealthEffects>
Health effects on player
effects_damage: Option<DamageEffects>
Damage effects on player
effects_speed: Option<SpeedEffects>
Speed effects on player
maximum_number_of_usage: Option<u64>
Maximum item usage
knife_hit_delay: Option<u64>
Knife hit delay
knife_hit_slash_rate: Option<u64>
Knife slash rate
knife_hit_stab_rate: Option<u64>
Knife stab rate
knife_hit_radius: Option<f64>
Knife effective hit radius
knife_hit_slash_damage: Option<u64>
Knife slash damage
knife_hit_stab_damage: Option<u64>
Knife stab damage
knife_durability: Option<u64>
Knife durability
primary_distance: Option<f64>
?
secondary_distance: Option<f64>
?
slash_penetration: Option<u64>
?
stab_penetration: Option<u64>
?
primary_consumption: Option<u64>
?
secondary_consumption: Option<u64>
?
deflection_consumption: Option<u64>
?
config_path_str: Option<String>
?
max_markers_count: Option<u64>
?
scale_min: Option<f64>
?
scale_max: Option<f64>
?
med_use_time: Option<u64>
Time it takes to consume medkit.
med_effect_type: Option<String>
Medkit effect type
max_hp_resource: Option<u64>
?
hp_resource_rate: Option<u64>
?
max_efficiency: Option<u64>
?
addiction: Option<u64>
?
overdose: Option<u64>
?
overdose_recovery: Option<u64>
?
addiction_recovery: Option<u64>
?
buffs: Option<Value>
Unknown type
ap_resource: Option<u64>
?
kr_resource: Option<u64>
?
stack_min_random: Option<u64>
?
stack_max_random: Option<u64>
?
ammo_type: Option<String>
Ammo type
damage: Option<u64>
Ammo damage
ammo_accr: Option<i64>
Ammo accuracy
ammo_rec: Option<i64>
Ammo recoil
ammo_dist: Option<u64>
Ammo effective distance
buckshot_bullets: Option<u64>
Buckshot bullet count?
penetration_power: Option<u64>
Ammo penetration power
penetration_power_deviation: Option<f64>
Ammo ?
ammo_hear: Option<i64>
Ammo ?
ammo_sfx: Option<String>
Ammo sound effect
misfire_chance: Option<f64>
Item chance of misfire
min_fragments_count: Option<u64>
?
max_fragments_count: Option<u64>
?
ammo_shift_chance: Option<u64>
?
casing_name: Option<String>
Ammo casing name
casing_eject_power: Option<u64>
Ammo casing ejection power
casing_mass: Option<f64>
Ammo casing mass
casing_sounds: Option<String>
Ammo casing sound
projectile_count: Option<u64>
Ammo projectile count
initial_speed: Option<u64>
Ammo initial speed
penetration_chance: Option<f64>
Ammo penetration chance
ricochet_chance: Option<f64>
Ammo ricochet chance
fragmentation_chance: Option<f64>
Ammo fragmentation chance
ballistic_coefficient: Option<f64>
Ammo ballistic coefficient
deterioration: Option<u64>
?
speed_retardation: Option<f64>
?
tracer: Option<bool>
Ammo is a tracer round
tracer_color: Option<String>
Tracer color
tracer_distance: Option<f64>
Tracer distance
armor_damage: Option<u64>
Ammo armor damage
caliber: Option<String>
Ammo caliber
stamina_burn_per_damage: Option<f64>
?
show_bullet: Option<bool>
?
has_grenader_component: Option<bool>
?
fuze_arm_time_sec: Option<f64>
?
explosion_strength: Option<u64>
Item explosion strength
min_explosion_distance: Option<f64>
Item minimum explosion distance
max_explosion_distance: Option<f64>
Item maximum explosion distance
fragments_count: Option<u64>
Explosion fragment count
fragment_type: Option<String>
Explosion fragment type
show_hit_effect_on_explode: Option<bool>
?
explosion_type: Option<String>
Explosion type
ammo_life_time_sec: Option<u64>
?
stack_slots: Option<Vec<StackSlot>>
?
item_type: Option<String>
Item type
eq_min: Option<u64>
?
eq_max: Option<u64>
?
rate: Option<u64>
?
throw_type: Option<String>
?
strength: Option<u64>
?
contusion_distance: Option<u64>
?
throw_dam_max: Option<u64>
?
expl_delay: Option<f64>
?
blindness: Option<Coordinate>
?
contusion: Option<Coordinate>
?
emit_time: Option<u64>
?
?
indestructibility: Option<f64>
?
head_segments: Option<Vec<HeadSegment>>
?
face_shield_component: Option<bool>
?
face_shield_mask: Option<String>
?
material_type: Option<String>
?
ricochet_params: Option<Coordinate>
?
deaf_strength: Option<String>
?
distortion: Option<f64>
?
compressor_threshold: Option<i64>
?
compressor_attack: Option<u64>
?
compressor_release: Option<u64>
?
compressor_gain: Option<u64>
?
cutoff_freq: Option<u64>
?
resonance: Option<f64>
?
compressor_volume: Option<i64>
?
ambient_volume: Option<i64>
Item ambient volume
dry_volume: Option<i64>
Item dry volume
Trait Implementations
impl Clone for Props
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impl Debug for Props
[src]
impl<'de> Deserialize<'de> for Props
[src]
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error> where
__D: Deserializer<'de>,
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__D: Deserializer<'de>,
impl PartialEq<Props> for Props
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impl Serialize for Props
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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error> where
__S: Serializer,
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__S: Serializer,
impl StructuralPartialEq for Props
[src]
Auto Trait Implementations
impl RefUnwindSafe for Props
impl Send for Props
impl Sync for Props
impl Unpin for Props
impl UnwindSafe for Props
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> DeserializeOwned for T where
T: for<'de> Deserialize<'de>,
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T: for<'de> Deserialize<'de>,
impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,