[0] : struct.begin ID = 0 SID = empty Text = Hint = Icon = PaperSprite'' Blueprint = Blueprint'/Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_Human.BP_AI_Human' Type = EObjType::Invalid Faction = Humanoid NPCType = ENPCType::None NPCPrototypeSID = empty TradePrototypeSID = Empty IgnoreEmission = false CanBeKnockedDown = false SpendStaminaInSafeZone = true ShouldTriggerAnomalies = true AnomalyRestrictionsIgnoreChance = 0.1 UnkillableByALife = false CanPeekOut = true ShouldHideUnequippedPrimaryWeapon = true ReactOnApproachWithWeapon = false ReactOnNonEnemySounds = true StealthKillUnavailable = false ShouldAvoidDangerPolygons = true SpaceRestrictorTag = SpaceRestrictor.NPC OfflineCombatWeight = 0 MusicManagerCombatScore = 10 RepairCostModifier = 1 MinDialogInteractDistance = 85 MaxDialogInteractDistance = 130 ArmorDifferenceCoefProjectiles = 1.6 ArmorDifferenceCoefMeleeAttacks = 1.3 CriticalDamageCoefThreshold = 1.5 VFXSize = 0.8 npc_size = 1.0f ImpactVFXSize = 1 IgnoreWoundedRestriction = false StaminaPerAction : struct.begin LowCrouch = 2.5 Crouch = 0.02 Walk = 0.01 Run = 0.015 Sprint = 0.1 Climb = 0.5 Jump = 20 MeleeNormal = 0 MeleeStrong = 0 MeleeButstock = 0 Vault = 10 struct.end IsZombie = false ZombieLayingIdleTime = 6 VitalParams : struct.begin MaxHP = 100 MaxSP = 100 MaxBleeding = 100 MaxRadiation = 100 MaxDrunknessPoints = 100 MaxOverDrunknessPoints = 100 MaxSleepinessPoints = 100 MaxHungerPoints = 100 MaxThirstPoints = 100 MaxSuppressionPoints = 100 RegenHungerPoints = 0.1 RegenThirstPoints = 0.00 DegenBleeding = 1 DegenRadiation = 1 DegenPsyPoints = 0.1 DegenSuppressionPoints = 1 DegenDrunknessPoints = 1 RegenSleepinessPoints = 1 RegenHP = 1.0 RegenHPDelayTimeSeconds = 5 DegenSuppressionDelayTimeSeconds = 2 RegenSP = 10 RegenPoppyFieldSleepiness = 0 RegenHealthModifier = 1.0 StaminaDisableThresholds : struct.begin [0] : struct.begin // Threshold of stamina at which current settings are applied Threshold = 15 RegenerationDelay = 1 // Blocked actions during current state of configuration StateTags : struct.begin [0] = EStateTag::Sprint struct.end struct.end struct.end struct.end MovementParams : struct.begin WalkSpeed = 400 RunSpeed = 600 CrouchSpeed = 150 LowCrouchSpeed = 100 SprintSpeed = 600 ClimbSpeedCoef = 0.6 JumpSpeedCoef = 1 LimpSpeedCoef = 0.5 RunDiagonalBackCoef = 0.6 WalkDiagonalBackCoef = 0.6 WalkBackCoef = 0.6 RunBackCoef = 0.6 MoveBackCrouchCoef = 0.6 MoveBackLowCrouchCoef = 0.6 AirControlCoef = 0.1 WalkTransitionCoef = 1.3 BaseTurnRate = 30 BaseLookUpRate = 40 MaxSlowdownValue = 0.25 StaggerAngle = 180 CanDash = false MovementSpeedCoef = 1 struct.end VaultingParams : struct.begin MaxAngle = 75 MaxTestDistance = 15 StartDistance = 10 HeightBetweenObjects = 123 WidthBetweenObjects = 60 VaultOverMaxDepth = 50 // offset from obstacle behind character when landing after vault over action VaultOverLandOffset = 20 MinObstacleHeight = 70 MaxObstacleHeight = 130 IsAllowed = true // Minimum forward input that allows vaulting [0, 1] MinForwardAxisInputValue = 0.1 StartWithSprintPressed = false FrontSearchRadiusModifier = 0.5 DepthTraceRadiusModifier = 0.5 WindowBackTraceRadiusModifier = 0.5 WindowBackTraceHeightModifier = 0.8 LandingMinHeight = 30 MaxWindowDetectionIterations = 10 MaxLandingDetectionIterations = 5 MaxLandingOffset = 50 LandingCorrectionAdditionalSize = 2 LandingMaxSlope = 45 VaultOverStandingHeight = 0 VaultOverCrouchingHeight = 40 AboveObstaclesCheckHeight = 55 struct.end HideWeaponWarning : struct.begin RequiredThreatAction = EThreatActionType::TurnHead RequiredCombatAction = EThreatActionType::SearchEnemy DetectionDistance = 500 FollowDistance = 1000 BarkDelay = 10 CalmDownTime = 5 IgnoreAfterCombatTime = 30 WarningAttemptsBeforeAlert = 3 struct.end HumanInteractionParameters : struct.begin LootingCorpseDistance = 90.0 HealingWoundedDistance = 80.0 struct.end HumanLookAtParameters: struct.begin LookAtDistance = 1000 MinlookAtTime = 7 MaxlookAtTime = 14 LookAtCooldown = 10000 PerformGreetingBark = false struct.end StealthParams : struct.begin FlashLightCoef = 2. VisibilitySizeFactor = 1. VisibilityCrouchCoef = 0.3 VisibilityJumpCoef = 2. VisibilityObstacleHeadCoef = 0.3 VisibilityObstacleBodyCoef = 0.7 NoiseObstacleCoef = 0.5 NoiseCrouchCoef = 0.3 NoiseJumpCoef = 1. struct.end MeleeAttackData : struct.begin StartAttackMinDistance = 0 StartAttackMaxDistance = 150 StartAttackMinAngle = 0 StartAttackMaxAngle = 180 StartAttackMinAngleToEnemyDirection = 0 StartAttackMaxAngleToEnemyDirection = 360 struct.end AttackParams : struct.begin MutantAttackParams : struct.begin ExampleAttack : struct.begin MutantAttackType = EMutantAttackType::None MinAttackDistance = 0 // angle between Attacker-Attacked actors line and AttackerForwardVector MaxAttackAngle = 0 AttackRootMotionTravelDistance = 0 Damage = 0 ArmorPiercing = 0 Bleeding = 0 BleedingChanceIncrement = 0 Effects : struct.begin [0] : struct.begin EffectPrototypeSID = empty Chance = 0 struct.end struct.end struct.end struct.end FireDispersionParams : struct.begin Default = 1.5 DefaultAim = 0. VelocityFactor = 2. CrouchMoveCoef = -0.75 LowCrouchCoef = -1. Jump = 2. struct.end struct.end StealthKillParams : struct.begin StealthKillDistance = 130.0 TargetPositionMaxOffsetAbove = 65.0 TargetPositionMaxOffsetBelow = 75.0 HeadTraceRadius = 5.0 BodyTraceRadius = 10.0 BodyTraceOffset = 20.0 ShouldHaveEnoughSpace = true SnapBackOffsetStanding = 85.0 SnapDownOffsetStanding = 0.0 SnapBackOffsetSitting = 85.0 SnapDownOffsetSitting = 0.0 SnapBackOffsetSittingOnGround = 85.0 SnapDownOffsetSittingOnGround = 0.0 MaxAngleFromBack = 60.f SpaceTraceRadiusModifier = 0.1f SpaceTraceHeightModifier = 0.1f SpaceTraceOffsetModifier = 1.f struct.end Protection : struct.begin Burn = 0.0 Shock = 0.0 ChemicalBurn = 0.0 Radiation = 0.0 PSY = 0.0 Strike = 0.0 Fall = 0.0 struct.end ItemGeneratorPrototypeSID = MSDemoPlayerItemGenerator Mesh = EObjMesh::None MeshGeneratorPrototypeSID = CustomMeshGeneratorPrototypeSID = BoneDamageMap : struct.begin {refurl=ref\refs.cfg; refkey=GasmanBoneDamageMap} struct.end BoneDamageCoefficients : struct.begin [*] : struct.begin DamageBone = EDamageBone::Head DamageCoef = 2.0 struct.end [*] : struct.begin DamageBone = EDamageBone::Body DamageCoef = 1.0 struct.end [*] : struct.begin DamageBone = EDamageBone::Limbs DamageCoef = 0.7 struct.end struct.end BoneBleedingCoefficients : struct.begin [*] : struct.begin DamageBone = EDamageBone::Head DamageCoef = 1.0 struct.end [*] : struct.begin DamageBone = EDamageBone::Body DamageCoef = 1.0 struct.end [*] : struct.begin DamageBone = EDamageBone::Limbs DamageCoef = 1.0 struct.end struct.end SkeletalMeshTraceBoneMap : struct.begin [0] : struct.begin Bone = EObjSkeletalMeshTraceBone::Head BoneName = jnt_head struct.end [1] : struct.begin Bone = EObjSkeletalMeshTraceBone::Chest BoneName = jnt_spine_03 struct.end [2] : struct.begin Bone = EObjSkeletalMeshTraceBone::RArm BoneName = jnt_r_arm struct.end [3] : struct.begin Bone = EObjSkeletalMeshTraceBone::LArm BoneName = jnt_l_arm struct.end [4] : struct.begin Bone = EObjSkeletalMeshTraceBone::Pelvis BoneName = jnt_hips struct.end [5] : struct.begin Bone = EObjSkeletalMeshTraceBone::RKnee BoneName = jnt_r_knee struct.end [6] : struct.begin Bone = EObjSkeletalMeshTraceBone::LKnee BoneName = jnt_l_knee struct.end [7] : struct.begin Bone = EObjSkeletalMeshTraceBone::RLeg BoneName = jnt_r_leg struct.end [8] : struct.begin Bone = EObjSkeletalMeshTraceBone::LLeg BoneName = jnt_l_leg struct.end struct.end MovementVFXPrototypeSID = PlayerMovementVFX FlashlightPrototypeSID = Empty AnomalyDetectorPrototypeSID = Empty SearchpointDetectorPrototypeSID = Empty VisionScannerPrototypeSID = DefaultNPC ZombieVisionScannerPrototypeSID = ZombieHuman ThreatPrototypeSID = DefaultNPC NeedsPresetSID = HumanGenericNeedsPreset DailyScheduleSID = GenericDailySchedule CanDailyScheduleBeOverride = true HearingSensorPrototypeSID = DefaultNPC ZombieHearingSensorPrototypeSID = ZombieHuman MovementSensorSID = DefaultMovementSensor FlairSensorPrototypeSID = DefaultFlairSensor MinReactionTimeToExplosion = 1.2 MaxReactionTimeToExplosion = 1.6 CamperFeatureData : struct.begin CamperRadius = 500 TimeToAssumeAsCamper = 10 struct.end SpawnPhantomParams : struct.begin PhantomBlueprint = Blueprint'/Game/GameLite/Blueprints/Characters/NPC/Final/BP_AI_PsyPhantomHuman.BP_AI_PsyPhantomHuman' PermanentEffects : struct.begin [0] = PsyPhantomPermanentMovementSpeedSlowdown [1] = PsyPhantomPermanentBulletSpeedSlowdown [2] = PsyPhantomPermanentBulletResistanceDecrease struct.end EffectsOnOverlap : struct.begin [0] = DefaultPhantomPSYDamageOnOverlap [1] = ProjectileCameraShakeInstant struct.end PhantomAttackAbilityTag = None struct.end AIVisionTargetParams : struct.begin TracePoints : struct.begin [0] : struct.begin BoneName = jnt_spine_02 Label = Spine BaseScorePerSecond = 300 struct.end [1] : struct.begin BoneName = jnt_head Label = Head BaseScorePerSecond = 150 struct.end [2] : struct.begin BoneName = jnt_r_arm Label = Right_arm BaseScorePerSecond = 80 struct.end [3] : struct.begin BoneName = jnt_l_arm Label = Left_arm BaseScorePerSecond = 80 struct.end [4] : struct.begin BoneName = jnt_r_foot Label = Right_foot BaseScorePerSecond = 80 struct.end [5] : struct.begin BoneName = jnt_l_foot Label = Left_foot BaseScorePerSecond = 80 struct.end struct.end FriendlyTracePoints : struct.begin [0] : struct.begin BoneName = jnt_spine_02 Label = Spine BaseScorePerSecond = 300 struct.end struct.end struct.end EnemyValidationActionParams : struct.begin // Minimal distance to validation points at which agent can start validating point with sensors (eg it does not guarantee validation as for agents with enabled vision sensor validation happens only when agent can see this point) MinDistanceToValidationPoint = 500 // Spread distance for generated validation points PointsSpreadDistance = 600 // How long agent should wait at selected validation point once it is validated MinValidationTimeAtLocation = 5 // Min distance between agents in group for points validation GroupSpreadingMinDistance = 80 // Minimum additional points to generate around Last known enemy location MinAdditionalValidationPoints = 4 // Should agent wait for contextual action to complete before proceeding to next point validation WaitForContextualAction = false // Names of spawneable contextual actions agent can play while waiting in validation location PossibleContextualActions : struct.begin struct.end GenerateValidationLocations = true struct.end SimulateBattleParams : struct.begin SimulateCombatSpreadModifier = 2 SimulateCombatDamageModifier = 0.1 struct.end AgentType = EAgentType::Human PrepareForEmissionContextualAction = CA_HumanPrepareForEmission TremblingWhileEmissionContextualAction = CA_HumanTremblingWhileEmission PathFailedContextualAction = CA_HumanPathFailed // One can specify blocking movement actions for certain weight status DisableMovementWeightThreshold : struct.begin [0] : struct.begin WeightStatus = EWeightStatus::Normal BlockingMovement : struct.begin struct.end struct.end [1] : struct.begin WeightStatus = EWeightStatus::Heavy // Example: block sprint for heavy status BlockingMovement : struct.begin //[0] = EStateTag::Sprint struct.end struct.end [2] : struct.begin WeightStatus = EWeightStatus::Overweight // Example: block sprint, run, jump and crouch for overweight status BlockingMovement : struct.begin //[0] = EStateTag::Run //[1] = EStateTag::Sprint //[2] = EStateTag::Jump //[3] = EStateTag::Crouch struct.end struct.end struct.end SleepParamsSID = DefaultSleepParams HoldBreathParamsSID = DefaultHoldBreathParams WeightParamsSID = DefaultWeightParams EffectMaxParamsSID = DefaultEffectMaxParamsSID CustomAbilityDialogSID = Empty WeatherParamsSID = Empty CrouchParamsSID = Empty OnHitParamsSID = Empty AimAssistParamsSID = NoAimAssist AgentBehaviourParameters : struct.begin WeaponHandling : struct.begin MinFireCountQueueScaler = 0.8 MaxFireCountQueueScaler = 0.5 FarFireQueueDelaySeconds = 0.5 NearFireQueueDelaySeconds = 1.5 FireQueueDelayRandomizationFactor = 0.8 SwitchWeaponIfNoAmmo = true PerBoneIgnoreDispersionModifiers : struct.begin [*] : struct.begin // Target is label property from AIVisionTargetParams Trace points BoneLabel = Spine Min = 65 Max = 75 struct.end [*] : struct.begin BoneLabel = UpperSpine Min = 65 Max = 75 struct.end [*] : struct.begin BoneLabel = Right_arm Min = 40 Max = 55 struct.end [*] : struct.begin BoneLabel = Left_arm Min = 40 Max = 55 struct.end [*] : struct.begin BoneLabel = Right_foot Min = 40 Max = 55 struct.end [*] : struct.begin BoneLabel = Left_foot Min = 40 Max = 55 struct.end [*] : struct.begin BoneLabel = Head Min = 30 Max = 45 struct.end [*] : struct.begin BoneLabel = Hips Min = 90 Max = 100 struct.end struct.end struct.end struct.end ZombieBehaviourParameters : struct.begin WeaponHandlingOverride : struct.begin MinFireCountQueueScaler = 0.35 MaxFireCountQueueScaler = 0.15 FarFireQueueDelaySeconds = 3.0 NearFireQueueDelaySeconds = 4.5 SwitchWeaponIfNoAmmo = false struct.end CombatBehaviour : struct.begin MinShootingStationaryDistance = 400 MaxShootingStationaryDistance = 2000 AddedShootingDistanceOnTheGo = 2000 MaxShootingAngle = 20 struct.end ZombieAllowedEquipItems : struct.begin GunAKU_PP = ERank::Newbie, ERank::Experienced, ERank::Veteran GunViper_PP = ERank::Newbie, ERank::Experienced, ERank::Veteran GunObrez_SG = ERank::Newbie, ERank::Experienced GunAK74_ST = ERank::Newbie, ERank::Experienced, ERank::Veteran, ERank::Master GunM16_ST = ERank::Newbie, ERank::Experienced, ERank::Veteran, ERank::Master GunBucket_PP = ERank::Experienced, ERank::Veteran, ERank::Master GunTOZ_SG = ERank::Experienced, ERank::Veteran, ERank::Master GunG37_ST = ERank::Experienced, ERank::Veteran, ERank::Master GunFora_ST = ERank::Veteran, ERank::Master GunGvintar_ST = ERank::Experienced, ERank::Veteran GunGrim_ST = ERank::Veteran, ERank::Master GunSPSA_SG = ERank::Veteran, ERank::Master GunIntegral_PP = ERank::Veteran, ERank::Master GunLavina_ST = ERank::Master GunKharod_ST = ERank::Master GunDnipro_ST = ERank::Master GunZubr_PP = ERank::Master GunD12_SG = ERank::Master GunRam2_SG = ERank::Master struct.end struct.end PostResurrectionEffects : struct.begin [0] = ZombificationVelocityChange [1] = ZombieConfusion struct.end WaterContactInfo : struct.begin StepVFXMaxBodyWaterImmersionDepth = 30.0 // TODO. Switch for WaterLevel < EWaterImmersionLevel::Low ShallowSoundSwitch = AkSwitchValue'' WaterDepthRTPC = /Script/AkAudio.AkRtpc'/Game/_STALKER2/Audio/WwiseAudio/Game_Parameters/WaterSystem/RTPC_WaterDepth.RTPC_WaterDepth' WaterImmersionLevels : struct.begin [0] : struct.begin WaterLevel = EWaterImmersionLevel::Low // TODO LevelSoundSwitch = AkSwitchValue'' MinDepthThreshold = 1 struct.end [1] : struct.begin WaterLevel = EWaterImmersionLevel::Medium MinDepthThreshold = 31 // TODO LevelSoundSwitch = AkSwitchValue'' Effects : struct.begin [0] = WaterMediumStaminaPenalty struct.end struct.end [2] : struct.begin WaterLevel = EWaterImmersionLevel::High MinDepthThreshold = 76 // TODO LevelSoundSwitch = AkSwitchValue'' Effects : struct.begin [0] = WaterStrongStaminaPenalty struct.end struct.end [3] : struct.begin WaterLevel = EWaterImmersionLevel::Deadly MinDepthThreshold = 126 // TODO LevelSoundSwitch = AkSwitchValue'' Effects : struct.begin [0] = WaterStrongStaminaPenalty [1] = WaterDeadlyDamage struct.end struct.end struct.end struct.end CriticalDamageAccumulationPeriod = 2 CriticalDamageThreshold = 40 CriticalDamageCooldownMin = 2 CriticalDamageCooldownMax = 15 UseGroomReplacement = true IsAffectingByMaxActorWithSimulation = true IsAffectingByMaxAttaches = true ShouldRenderTextureInsteadOfGroom = true struct.end Player : struct.begin {refkey=[0]} ID = 1 SID = Player Blueprint = Blueprint'/Game/GameLite/Blueprints/Characters/Player/BP_Stalker2Character.BP_Stalker2Character' Type = EObjType::NPC Faction = Player CanBeKnockedDown = true ShouldHideUnequippedPrimaryWeapon = false StaminaPerAction : struct.begin LowCrouch = 0 Crouch = 0 Walk = 0 Run = 0 Sprint = 5.25 Climb = 0 Jump = 16.0 MeleeNormal = 16.0 MeleeStrong = 25.0 MeleeButstock = 12.0 Vault = 12.0 struct.end VitalParams : struct.begin MaxHP = 100 MaxSP = 100 MaxBleeding = 100 MaxRadiation = 100 MaxSleepinessPoints = 100 MaxHungerPoints = 100 MaxThirstPoints = 100 MaxSuppressionPoints = 100 RegenHungerPoints = 0.015 RegenThirstPoints = 0.0 DegenBleeding = 0.3 DegenRadiation = 0.05 DegenPsyPoints = 1.0 DegenSuppressionPoints = 33.0 RegenSleepinessPoints = 0.01 // Sleepiness increase per second RegenHP = 0.0 RegenSP = 5.0 RegenPoppyFieldSleepiness = 0 struct.end MovementParams : struct.begin WalkSpeed = 160 RunSpeed = 370 CrouchSpeed = 190 LowCrouchSpeed = 130 SprintSpeed = 820 // 820 base ClimbSpeedCoef = 0.6 JumpSpeedCoef = 1 LimpSpeedCoef = 0.5 RunDiagonalBackCoef = 0.7162 WalkDiagonalBackCoef = 0.75 WalkBackCoef = 0.5 RunBackCoef = 0.4324 MoveBackCrouchCoef = 0.4737 MoveBackLowCrouchCoef = 0.5385 AirControlCoef = 0.1 WalkTransitionCoef = 1.3 BaseTurnRate = 40 BaseLookUpRate = 30 struct.end ItemGeneratorPrototypeSID = MSDemoPlayerItemGenerator MeshGeneratorPrototypeSID = Player_SEL_07_MeshGenerator CustomMeshGeneratorPrototypeSID = FlashlightPrototypeSID = PlayerFlashlight AnomalyDetectorPrototypeSID = PlayerDetector SearchpointDetectorPrototypeSID = PlayerSearchpointDetector VisionScannerPrototypeSID = Player ApplicableMechanicsEffects : struct.begin [*] = HungerMechanics [*] = BleedingMechanics [*] = SleepMechanics [*] = PsyMechanics [*] = RadiationMechanics [*] = HealthMechanics [*] = DrunknessMechanics [*] = PoppyFieldSleepinessMechanics [*] = OverDrunknessMechanics [*] = AdditionalRegenStaminaMechanics [*] = SuppressionMechanics [*] = FallHeightMechanics struct.end DisableMovementWeightThreshold : struct.begin [0] : struct.begin WeightStatus = EWeightStatus::Overweight BlockingMovement : struct.begin [*] = EStateTag::Run [*] = EStateTag::Sprint [*] = EStateTag::Jump [*] = EStateTag::Vault [*] = EStateTag::Walk [*] = EStateTag::Climb struct.end struct.end struct.end WeatherParamsSID = PlayerWeatherParams CrouchParamsSID = PlayerCrouchParams OnHitParamsSID = PlayerOnHitParams AIVisionTargetParams : struct.begin TracePoints : struct.begin [0] : struct.begin BoneName = jnt_spine_02 Label = Spine BaseScorePerSecond = 210 RelativeLocation : struct.begin X = 0 Y = 0 Z = 0 struct.end struct.end [1] : struct.begin BoneName = jnt_spine_03 Label = UpperSpine BaseScorePerSecond = 315 RelativeLocation : struct.begin X = 0 Y = 0 Z = 0 struct.end struct.end [2] : struct.begin BoneName = jnt_spine_02 Label = Right_arm BaseScorePerSecond = 112 RelativeLocation : struct.begin X = 25,0 Y = 0 Z = -10 struct.end struct.end [3] : struct.begin BoneName = jnt_spine_02 Label = Left_arm BaseScorePerSecond = 112 RelativeLocation : struct.begin X = 25 Y = 0 Z = 10 struct.end struct.end [4] : struct.begin BoneName = jnt_root Label = Right_foot BaseScorePerSecond = 112 RelativeLocation : struct.begin X = -20 Y = 6 Z = 40 struct.end struct.end [5] : struct.begin BoneName = jnt_root Label = Left_foot BaseScorePerSecond = 112 RelativeLocation : struct.begin X = -20 Y = -6 Z = 40 struct.end struct.end [6] : struct.begin BoneName = jnt_head Label = Head BaseScorePerSecond = 245 RelativeLocation : struct.begin X = 10 Y = 0 Z = -2 struct.end struct.end [7] : struct.begin BoneName = jnt_hips Label = Hips BaseScorePerSecond = 350 struct.end struct.end FriendlyTracePoints : struct.begin [0] : struct.begin BoneName = jnt_spine_02 Label = Spine BaseScorePerSecond = 300 struct.end struct.end struct.end BoneDamageCoefficients : struct.begin [*] : struct.begin DamageBone = EDamageBone::Head DamageCoef = 1.0 struct.end [*] : struct.begin DamageBone = EDamageBone::Body DamageCoef = 1.0 struct.end [*] : struct.begin DamageBone = EDamageBone::Limbs DamageCoef = 1.0 struct.end struct.end BoneBleedingCoefficients : struct.begin [*] : struct.begin DamageBone = EDamageBone::Head DamageCoef = 1 struct.end [*] : struct.begin DamageBone = EDamageBone::Body DamageCoef = 1.0 struct.end [*] : struct.begin DamageBone = EDamageBone::Limbs DamageCoef = 1 struct.end struct.end WaterContactInfo : struct.begin SingleCurveEffects : struct.begin [0] : struct.begin EffectSID = WaterTurnRateChangeYaw DepthCurve = CurveFloat'/Game/GameLite/Blueprints/Curves/WaterTurnSpeedCurve.WaterTurnSpeedCurve' struct.end [1] : struct.begin EffectSID = WaterTurnRateChangePitch DepthCurve = CurveFloat'/Game/GameLite/Blueprints/Curves/WaterTurnSpeedCurve.WaterTurnSpeedCurve' struct.end struct.end DualCurveEffects : struct.begin [0] : struct.begin EffectSID = WaterMovementVelocityChange DepthCurveMovingDeeper = CurveFloat'/Game/GameLite/Blueprints/Curves/WaterMoveSpeedCurve_Deeper.WaterMoveSpeedCurve_Deeper' DepthCurveMovingShallower = CurveFloat'/Game/GameLite/Blueprints/Curves/WaterMoveSpeedCurve_Shallower.WaterMoveSpeedCurve_Shallower' struct.end struct.end struct.end struct.end