[][src]Struct tarkov::constant::Props

pub struct Props {
    pub name: Option<String>,
    pub short_name: Option<String>,
    pub description: Option<String>,
    pub weight: Option<f64>,
    pub background_color: Option<String>,
    pub width: Option<u64>,
    pub height: Option<u64>,
    pub stack_max_size: Option<u64>,
    pub rarity: Option<String>,
    pub spawn_chance: Option<f64>,
    pub credits_price: Option<u64>,
    pub item_sound: Option<String>,
    pub prefab: Option<Prefab>,
    pub use_prefab: Option<Prefab>,
    pub stack_objects_count: Option<u64>,
    pub not_shown_in_slot: Option<bool>,
    pub examined_by_default: Option<bool>,
    pub examine_time: Option<u64>,
    pub is_undiscardable: Option<bool>,
    pub is_unsaleable: Option<bool>,
    pub is_unbuyable: Option<bool>,
    pub is_ungivable: Option<bool>,
    pub is_locked_after_equip: Option<bool>,
    pub quest_item: Option<bool>,
    pub loot_experience: Option<u64>,
    pub examine_experience: Option<u64>,
    pub hide_entrails: Option<bool>,
    pub repair_cost: Option<u64>,
    pub repair_speed: Option<u64>,
    pub extra_size_left: Option<u64>,
    pub extra_size_right: Option<u64>,
    pub extra_size_up: Option<u64>,
    pub extra_size_down: Option<u64>,
    pub extra_size_force_add: Option<bool>,
    pub merges_with_children: Option<bool>,
    pub can_sell_on_ragfair: Option<bool>,
    pub can_require_on_ragfair: Option<bool>,
    pub banned_from_ragfair: Option<bool>,
    pub conflicting_items: Option<Vec<String>>,
    pub fixed_price: Option<bool>,
    pub unlootable: Option<bool>,
    pub unlootable_from_slot: Option<String>,
    pub unlootable_from_side: Option<Vec<Side>>,
    pub change_price_coefficient: Option<u64>,
    pub allow_spawn_on_locations: Option<Vec<String>>,
    pub send_to_client: Option<bool>,
    pub animation_variants_number: Option<u64>,
    pub discarding_block: Option<bool>,
    pub max_resource: Option<u64>,
    pub resource: Option<u64>,
    pub dog_tag_qualities: Option<bool>,
    pub grids: Option<Vec<Grid>>,
    pub slots: Option<Vec<Slot>>,
    pub can_put_into_during_the_raid: Option<bool>,
    pub cant_remove_from_slots_during_raid: Option<Vec<String>>,
    pub key_ids: Option<Vec<String>>,
    pub tag_color: Option<u64>,
    pub tag_name: Option<String>,
    pub durability: Option<u64>,
    pub accuracy: Option<i64>,
    pub recoil: Option<f64>,
    pub loudness: Option<i64>,
    pub effective_distance: Option<u64>,
    pub ergonomics: Option<f64>,
    pub velocity: Option<f64>,
    pub raid_moddable: Option<bool>,
    pub tool_moddable: Option<bool>,
    pub blocks_folding: Option<bool>,
    pub blocks_collapsible: Option<bool>,
    pub is_animated: Option<bool>,
    pub has_shoulder_contact: Option<bool>,
    pub sighting_range: Option<u64>,
    pub modes_count: Option<u64>,
    pub muzzle_mod_type: Option<String>,
    pub sight_mod_type: Option<String>,
    pub variable_zoom: Option<bool>,
    pub var_zoom_count: Option<u64>,
    pub var_zoom_add: Option<u64>,
    pub aiming_sensitivity: Option<f64>,
    pub sight_modes_count: Option<u64>,
    pub optic_calibration_distances: Option<Vec<u64>>,
    pub intensity: Option<f64>,
    pub mask: Option<String>,
    pub mask_size: Option<f64>,
    pub noise_intensity: Option<f64>,
    pub noise_scale: Option<u64>,
    pub color: Option<Color>,
    pub diffuse_intensity: Option<f64>,
    pub has_hinge: Option<bool>,
    pub ramp_palette: Option<String>,
    pub depth_fade: Option<f64>,
    pub roughness_coefficient: Option<f64>,
    pub specular_coefficient: Option<f64>,
    pub main_tex_color_coefficient: Option<f64>,
    pub minimum_temperature_value: Option<f64>,
    pub ramp_shift: Option<f64>,
    pub heat_min: Option<f64>,
    pub cold_max: Option<f64>,
    pub is_noisy: Option<bool>,
    pub is_fps_stuck: Option<bool>,
    pub is_glitch: Option<bool>,
    pub is_motion_blurred: Option<bool>,
    pub is_pixelated: Option<bool>,
    pub pixelation_block_count: Option<u64>,
    pub mag_animation_index: Option<u64>,
    pub cartridges: Option<Vec<Cartridge>>,
    pub can_fast: Option<bool>,
    pub can_hit: Option<bool>,
    pub can_admin: Option<bool>,
    pub load_unload_modifier: Option<i64>,
    pub check_time_modifier: Option<i64>,
    pub check_override: Option<u64>,
    pub reload_mag_type: Option<String>,
    pub visible_ammo_ranges_string: Option<String>,
    pub is_shoulder_contact: Option<bool>,
    pub foldable: Option<bool>,
    pub retractable: Option<bool>,
    pub size_reduce_right: Option<u64>,
    pub center_of_impact: Option<f64>,
    pub shotgun_dispersion: Option<f64>,
    pub is_silencer: Option<bool>,
    pub search_sound: Option<String>,
    pub blocks_armor_vest: Option<bool>,
    pub speed_penalty_percent: Option<i64>,
    pub grid_layout_name: Option<String>,
    pub spawn_filter: Option<Vec<String>>,
    pub contain_type: Option<Value>,
    pub size_width: Option<u64>,
    pub size_height: Option<u64>,
    pub is_secured: Option<bool>,
    pub spawn_types: Option<String>,
    pub loot_filter: Option<Value>,
    pub spawn_rarity: Option<String>,
    pub min_count_spawn: Option<u64>,
    pub max_count_spawn: Option<u64>,
    pub opened_by_key_id: Option<Value>,
    pub rig_layout_name: Option<String>,
    pub max_durability: Option<u64>,
    pub armor_zone: Option<Vec<ArmorZone>>,
    pub armor_class: Option<String>,
    pub mouse_penalty: Option<i64>,
    pub weapon_ergonomic_penalty: Option<i64>,
    pub blunt_throughput: Option<f64>,
    pub armor_material: Option<String>,
    pub weapon_class: Option<String>,
    pub weapon_use_type: Option<String>,
    pub ammo_caliber: Option<String>,
    pub operating_resource: Option<u64>,
    pub repair_complexity: Option<u64>,
    pub durability_spawn_min: Option<u64>,
    pub durability_spawn_max: Option<u64>,
    pub is_fast_reload: Option<bool>,
    pub recoil_force_up: Option<u64>,
    pub recoil_force_back: Option<u64>,
    pub convergence: Option<f64>,
    pub recoil_angle: Option<u64>,
    pub weapon_fire_type: Option<Vec<FireMode>>,
    pub recoil_dispersion: Option<u64>,
    pub firerate: Option<u64>,
    pub eff_dist: Option<u64>,
    pub hear_dist: Option<u64>,
    pub is_chamber_load: Option<bool>,
    pub chamber_ammo_count: Option<u64>,
    pub is_bolt_catch: Option<bool>,
    pub def_mag_type: Option<String>,
    pub def_ammo: Option<String>,
    pub chambers: Option<Vec<Chamber>>,
    pub camera_recoil: Option<f64>,
    pub camera_snap: Option<f64>,
    pub reload_mode: Option<String>,
    pub aim_plane: Option<f64>,
    pub deviation_curve: Option<u64>,
    pub deviation_max: Option<u64>,
    pub tactical_reload_stiffness: Option<Coordinate>,
    pub tactical_reload_fixation: Option<f64>,
    pub recoil_center: Option<Coordinate>,
    pub rotation_center: Option<Coordinate>,
    pub rotation_center_no_stock: Option<Coordinate>,
    pub folded_slot: Option<String>,
    pub compact_handling: Option<bool>,
    pub min_repair_degradation: Option<u64>,
    pub max_repair_degradation: Option<f64>,
    pub iron_sight_range: Option<u64>,
    pub must_bolt_be_opened_for_external_reload: Option<bool>,
    pub must_bolt_be_opened_for_internal_reload: Option<bool>,
    pub bolt_action: Option<bool>,
    pub hip_accuracy_restoration_delay: Option<f64>,
    pub hip_accuracy_restoration_speed: Option<u64>,
    pub hip_inaccuracy_gain: Option<f64>,
    pub manual_bolt_catch: Option<bool>,
    pub blocks_earpiece: Option<bool>,
    pub blocks_eye_wear: Option<bool>,
    pub blocks_head_wear: Option<bool>,
    pub blocks_face_cover: Option<bool>,
    pub food_use_time: Option<u64>,
    pub food_effect_type: Option<String>,
    pub stimulator_buffs: Option<String>,
    pub effects_health: Option<HealthEffects>,
    pub effects_damage: Option<DamageEffects>,
    pub effects_speed: Option<SpeedEffects>,
    pub maximum_number_of_usage: Option<u64>,
    pub knife_hit_delay: Option<u64>,
    pub knife_hit_slash_rate: Option<u64>,
    pub knife_hit_stab_rate: Option<u64>,
    pub knife_hit_radius: Option<f64>,
    pub knife_hit_slash_damage: Option<u64>,
    pub knife_hit_stab_damage: Option<u64>,
    pub knife_durability: Option<u64>,
    pub primary_distance: Option<f64>,
    pub secondary_distance: Option<f64>,
    pub slash_penetration: Option<u64>,
    pub stab_penetration: Option<u64>,
    pub primary_consumption: Option<u64>,
    pub secondary_consumption: Option<u64>,
    pub deflection_consumption: Option<u64>,
    pub config_path_str: Option<String>,
    pub max_markers_count: Option<u64>,
    pub scale_min: Option<f64>,
    pub scale_max: Option<f64>,
    pub med_use_time: Option<u64>,
    pub med_effect_type: Option<String>,
    pub max_hp_resource: Option<u64>,
    pub hp_resource_rate: Option<u64>,
    pub max_efficiency: Option<u64>,
    pub addiction: Option<u64>,
    pub overdose: Option<u64>,
    pub overdose_recovery: Option<u64>,
    pub addiction_recovery: Option<u64>,
    pub buffs: Option<Value>,
    pub ap_resource: Option<u64>,
    pub kr_resource: Option<u64>,
    pub stack_min_random: Option<u64>,
    pub stack_max_random: Option<u64>,
    pub ammo_type: Option<String>,
    pub damage: Option<u64>,
    pub ammo_accr: Option<i64>,
    pub ammo_rec: Option<i64>,
    pub ammo_dist: Option<u64>,
    pub buckshot_bullets: Option<u64>,
    pub penetration_power: Option<u64>,
    pub penetration_power_deviation: Option<f64>,
    pub ammo_hear: Option<i64>,
    pub ammo_sfx: Option<String>,
    pub misfire_chance: Option<f64>,
    pub min_fragments_count: Option<u64>,
    pub max_fragments_count: Option<u64>,
    pub ammo_shift_chance: Option<u64>,
    pub casing_name: Option<String>,
    pub casing_eject_power: Option<u64>,
    pub casing_mass: Option<f64>,
    pub casing_sounds: Option<String>,
    pub projectile_count: Option<u64>,
    pub initial_speed: Option<u64>,
    pub penetration_chance: Option<f64>,
    pub ricochet_chance: Option<f64>,
    pub fragmentation_chance: Option<f64>,
    pub ballistic_coefficient: Option<f64>,
    pub deterioration: Option<u64>,
    pub speed_retardation: Option<f64>,
    pub tracer: Option<bool>,
    pub tracer_color: Option<String>,
    pub tracer_distance: Option<f64>,
    pub armor_damage: Option<u64>,
    pub caliber: Option<String>,
    pub stamina_burn_per_damage: Option<f64>,
    pub show_bullet: Option<bool>,
    pub has_grenader_component: Option<bool>,
    pub fuze_arm_time_sec: Option<f64>,
    pub explosion_strength: Option<u64>,
    pub min_explosion_distance: Option<f64>,
    pub max_explosion_distance: Option<f64>,
    pub fragments_count: Option<u64>,
    pub fragment_type: Option<String>,
    pub show_hit_effect_on_explode: Option<bool>,
    pub explosion_type: Option<String>,
    pub ammo_life_time_sec: Option<u64>,
    pub stack_slots: Option<Vec<StackSlot>>,
    pub item_type: Option<String>,
    pub eq_min: Option<u64>,
    pub eq_max: Option<u64>,
    pub rate: Option<u64>,
    pub throw_type: Option<String>,
    pub strength: Option<u64>,
    pub contusion_distance: Option<u64>,
    pub throw_dam_max: Option<u64>,
    pub expl_delay: Option<f64>,
    pub blindness: Option<Coordinate>,
    pub contusion: Option<Coordinate>,
    pub emit_time: Option<u64>,
    pub can_be_hidden_during_throw: Option<bool>,
    pub indestructibility: Option<f64>,
    pub head_segments: Option<Vec<HeadSegment>>,
    pub face_shield_component: Option<bool>,
    pub face_shield_mask: Option<String>,
    pub material_type: Option<String>,
    pub ricochet_params: Option<Coordinate>,
    pub deaf_strength: Option<String>,
    pub distortion: Option<f64>,
    pub compressor_threshold: Option<i64>,
    pub compressor_attack: Option<u64>,
    pub compressor_release: Option<u64>,
    pub compressor_gain: Option<u64>,
    pub cutoff_freq: Option<u64>,
    pub resonance: Option<f64>,
    pub compressor_volume: Option<i64>,
    pub ambient_volume: Option<i64>,
    pub dry_volume: Option<i64>,
}

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>

?

can_be_hidden_during_throw: Option<bool>

?

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[src]

impl Debug for Props[src]

impl<'de> Deserialize<'de> for Props[src]

impl PartialEq<Props> for Props[src]

impl Serialize for Props[src]

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
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> DeserializeOwned for T where
    T: for<'de> Deserialize<'de>, 
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,