3219718d27
Updated various doubles to be ints
238 lines
4.1 KiB
C#
238 lines
4.1 KiB
C#
using System.Text.Json.Serialization;
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using Core.Models.Common;
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namespace Core.Models.Spt.Config;
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public record RepairConfig : BaseConfig
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{
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[JsonPropertyName("kind")]
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public string Kind
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{
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get;
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set;
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} = "spt-repair";
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[JsonPropertyName("priceMultiplier")]
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public double PriceMultiplier
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{
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get;
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set;
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}
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[JsonPropertyName("applyRandomizeDurabilityLoss")]
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public bool ApplyRandomizeDurabilityLoss
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{
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get;
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set;
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}
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[JsonPropertyName("weaponSkillRepairGain")]
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public double WeaponSkillRepairGain
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{
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get;
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set;
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}
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[JsonPropertyName("armorKitSkillPointGainPerRepairPointMultiplier")]
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public double ArmorKitSkillPointGainPerRepairPointMultiplier
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{
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get;
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set;
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}
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/**
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* INT gain multiplier per repaired item type
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*/
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[JsonPropertyName("repairKitIntellectGainMultiplier")]
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public IntellectGainValues RepairKitIntellectGainMultiplier
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{
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get;
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set;
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}
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// ** How much INT can be given to player per repair action */
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[JsonPropertyName("maxIntellectGainPerRepair")]
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public MaxIntellectGainValues MaxIntellectGainPerRepair
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{
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get;
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set;
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}
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[JsonPropertyName("weaponTreatment")]
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public WeaponTreatmentRepairValues WeaponTreatment
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{
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get;
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set;
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}
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[JsonPropertyName("repairKit")]
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public RepairKit RepairKit
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{
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get;
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set;
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}
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}
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public record IntellectGainValues
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{
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[JsonPropertyName("weapon")]
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public double Weapon
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{
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get;
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set;
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}
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[JsonPropertyName("armor")]
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public double Armor
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{
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get;
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set;
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}
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}
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public record MaxIntellectGainValues
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{
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[JsonPropertyName("kit")]
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public double Kit
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{
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get;
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set;
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}
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[JsonPropertyName("trader")]
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public double Trader
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{
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get;
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set;
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}
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}
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public record WeaponTreatmentRepairValues
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{
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/**
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* The chance to gain more weapon maintenance skill
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*/
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[JsonPropertyName("critSuccessChance")]
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public double CritSuccessChance
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{
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get;
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set;
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}
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[JsonPropertyName("critSuccessAmount")]
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public double CritSuccessAmount
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{
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get;
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set;
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}
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/**
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* The chance to gain less weapon maintenance skill
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*/
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[JsonPropertyName("critFailureChance")]
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public double CritFailureChance
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{
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get;
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set;
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}
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[JsonPropertyName("critFailureAmount")]
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public double CritFailureAmount
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{
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get;
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set;
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}
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/**
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* The multiplier used for calculating weapon maintenance XP
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*/
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[JsonPropertyName("pointGainMultiplier")]
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public double PointGainMultiplier
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{
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get;
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set;
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}
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}
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public record RepairKit
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{
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[JsonPropertyName("armor")]
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public BonusSettings Armor
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{
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get;
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set;
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}
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[JsonPropertyName("weapon")]
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public BonusSettings Weapon
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{
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get;
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set;
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}
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[JsonPropertyName("vest")]
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public BonusSettings Vest
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{
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get;
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set;
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}
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[JsonPropertyName("headwear")]
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public BonusSettings Headwear
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{
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get;
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set;
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}
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}
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public record BonusSettings
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{
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[JsonPropertyName("rarityWeight")]
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public Dictionary<string, double> RarityWeight
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{
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get;
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set;
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}
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[JsonPropertyName("bonusTypeWeight")]
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public Dictionary<string, double> BonusTypeWeight
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{
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get;
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set;
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}
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[JsonPropertyName("Common")]
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public Dictionary<string, BonusValues> Common
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{
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get;
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set;
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}
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[JsonPropertyName("Rare")]
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public Dictionary<string, BonusValues> Rare
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{
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get;
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set;
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}
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}
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public record BonusValues
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{
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[JsonPropertyName("valuesMinMax")]
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public MinMax<double> ValuesMinMax
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{
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get;
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set;
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}
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/**
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* What dura is buff active between (min max of current max)
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*/
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[JsonPropertyName("activeDurabilityPercentMinMax")]
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public MinMax<double> ActiveDurabilityPercentMinMax
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{
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get;
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set;
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}
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}
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