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Added exception for unrecognized subrecords
Implemented Furniture and Weapon
1 parent b4983b6 commit a3cb1e0

94 files changed

Lines changed: 4842 additions & 3 deletions

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ESPSharp/ESPSharp.csproj

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@@ -74,6 +74,7 @@
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<Compile Include="Enums\CreatureType.cs" />
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<Compile Include="Enums\CriticalStage.cs" />
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<Compile Include="Enums\EffectType.cs" />
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<Compile Include="Enums\EmbeddedWeaponActorValue.cs" />
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<Compile Include="Enums\EnchantType.cs" />
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<Compile Include="Enums\EnvironmentType.cs" />
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<Compile Include="Enums\EquipmentType.cs" />
@@ -100,6 +101,9 @@
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<Compile Include="Enums\Flags\SpellFlags.cs" />
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<Compile Include="Enums\Flags\TerminalFlags.cs" />
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<Compile Include="Enums\Flags\TerminalMenuFlags.cs" />
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<Compile Include="Enums\Flags\WeaponCritFlags.cs" />
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<Compile Include="Enums\Flags\WeaponDataFlags1.cs" />
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<Compile Include="Enums\Flags\WeaponDataFlags2.cs" />
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<Compile Include="Enums\FormType.cs" />
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<Compile Include="Enums\FunctionTarget.cs" />
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<Compile Include="Enums\FunctionType.cs" />
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<Compile Include="Enums\HairColor.cs" />
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<Compile Include="Enums\HeadPartIndex.cs" />
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<Compile Include="Enums\IsInterior.cs" />
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<Compile Include="Enums\LimbKillBehavior.cs" />
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<Compile Include="Enums\MagicEffectArchetype.cs" />
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<Compile Include="Enums\MagicSchool.cs" />
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<Compile Include="Enums\MaterialType.cs" />
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<Compile Include="Enums\MenuMode.cs" />
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<Compile Include="Enums\MiscStat.cs" />
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<Compile Include="Enums\NoYesByte.cs" />
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<Compile Include="Enums\NoYes.cs" />
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<Compile Include="Enums\PassthroughSound.cs" />
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<Compile Include="Enums\PlayerAction.cs" />
@@ -122,7 +128,14 @@
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<Compile Include="Enums\UnitFromWaterType.cs" />
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<Compile Include="Enums\VATSAction.cs" />
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<Compile Include="Enums\VATSValue.cs" />
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<Compile Include="Enums\WeaponAnimationType.cs" />
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<Compile Include="Enums\WeaponAttackAnimationType.cs" />
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<Compile Include="Enums\WeaponCategory.cs" />
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<Compile Include="Enums\WeaponGripAnimationType.cs" />
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<Compile Include="Enums\WeaponModEffect.cs" />
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<Compile Include="Enums\WeaponPowerAttackAnimation.cs" />
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<Compile Include="Enums\WeaponReloadAnimationType.cs" />
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<Compile Include="Enums\WeaponRumblePattern.cs" />
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<Compile Include="Interfaces\ICloneable.cs" />
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<Compile Include="Enums\ActorValues.cs" />
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<Compile Include="Enums\DataSource.cs" />
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<DesignTime>True</DesignTime>
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<DependentUpon>Faction.tt</DependentUpon>
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</Compile>
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<Compile Include="Records\GeneratedCode\Furniture.cs">
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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<DependentUpon>Furniture.tt</DependentUpon>
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</Compile>
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<Compile Include="Records\GeneratedCode\GameSetting.cs">
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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<DesignTime>True</DesignTime>
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<DependentUpon>Tree.tt</DependentUpon>
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</Compile>
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<Compile Include="Records\GeneratedCode\Weapon.cs">
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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<DependentUpon>Weapon.tt</DependentUpon>
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</Compile>
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<Compile Include="Records\GenericRecord.cs" />
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<Compile Include="Records\GeneratedCode\TextureSet.cs">
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<AutoGen>True</AutoGen>
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<Generator>TextTemplatingFileGenerator</Generator>
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<LastGenOutput>Door.cs</LastGenOutput>
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</None>
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<None Include="Records\GeneratedCode\Furniture.tt">
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<Generator>TextTemplatingFileGenerator</Generator>
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<LastGenOutput>Furniture.cs</LastGenOutput>
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</None>
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<None Include="Records\GeneratedCode\Grass.tt">
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<Generator>TextTemplatingFileGenerator</Generator>
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<LastGenOutput>Grass.cs</LastGenOutput>
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<Generator>TextTemplatingFileGenerator</Generator>
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<LastGenOutput>Tree.cs</LastGenOutput>
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</None>
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<None Include="Records\GeneratedCode\Weapon.tt">
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<Generator>TextTemplatingFileGenerator</Generator>
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<LastGenOutput>Weapon.cs</LastGenOutput>
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</None>
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<None Include="SubrecordCollections\GeneratedCode\Destructable.tt">
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<Generator>TextTemplatingFileGenerator</Generator>
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<LastGenOutput>Destructable.cs</LastGenOutput>
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<DesignTime>True</DesignTime>
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<DependentUpon>ValueWeight.tt</DependentUpon>
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</Compile>
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<Compile Include="Subrecords\GeneratedCode\WeaponCriticalHitData.cs">
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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<DependentUpon>WeaponCriticalHitData.tt</DependentUpon>
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</Compile>
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<Compile Include="Subrecords\GeneratedCode\WeaponData.cs">
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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<DependentUpon>WeaponData.tt</DependentUpon>
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</Compile>
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<Compile Include="Subrecords\GeneratedCode\WeaponExtraData.cs">
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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<DependentUpon>WeaponExtraData.tt</DependentUpon>
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</Compile>
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<Compile Include="Subrecords\GeneratedCode\WeaponVATSData.cs">
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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<DependentUpon>WeaponVATSData.tt</DependentUpon>
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</Compile>
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<Compile Include="Subrecords\InventoryItemExtraData.cs" />
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<Compile Include="Subrecords\SimpleSubrecord.cs" />
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<Compile Include="Subrecords\SpeedtreeSeeds.cs" />
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<Generator>TextTemplatingFileGenerator</Generator>
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<LastGenOutput>ValueWeight.cs</LastGenOutput>
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</None>
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<None Include="Subrecords\GeneratedCode\WeaponCriticalHitData.tt">
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<Generator>TextTemplatingFileGenerator</Generator>
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<LastGenOutput>WeaponCriticalHitData.cs</LastGenOutput>
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</None>
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<None Include="Subrecords\GeneratedCode\WeaponData.tt">
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<Generator>TextTemplatingFileGenerator</Generator>
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<LastGenOutput>WeaponData.cs</LastGenOutput>
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</None>
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<None Include="Subrecords\GeneratedCode\WeaponExtraData.tt">
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<Generator>TextTemplatingFileGenerator</Generator>
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<LastGenOutput>WeaponExtraData.cs</LastGenOutput>
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</None>
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<None Include="Subrecords\GeneratedCode\WeaponVATSData.tt">
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<Generator>TextTemplatingFileGenerator</Generator>
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<LastGenOutput>WeaponVATSData.cs</LastGenOutput>
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</None>
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</ItemGroup>
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<ItemGroup>
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<None Include="ClassDiagram.cd" />
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums
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{
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public enum EmbeddedWeaponActorValue : byte
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{
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Perception,
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Endurance,
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LeftAttack,
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RightAttack,
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LeftMobility,
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RightMobility,
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Brain
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums.Flags
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{
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[Flags]
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public enum WeaponCritFlags : byte
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{
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OnDeath = 0x01
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums.Flags
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{
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[Flags]
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public enum WeaponDataFlags1 : byte
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{
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IgnoresNormalWeaponResistance = 0x01,
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IsAutomatic = 0x02,
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HasScope = 0x04,
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CantDrop = 0x08,
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HideBackpack = 0x10,
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EmbeddedWeapon = 0x20,
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DontUse1stPersonIronSightAnimations = 0x40,
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NonPlayable = 0x80
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums.Flags
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{
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[Flags]
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public enum WeaponDataFlags2 : uint
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{
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PlayerOnly = 0x01,
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NPCsUseAmmo = 0x02,
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NoJamAfterReload = 0x04,
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OverrideActionPointCost = 0x08,
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MinorCrime = 0x10,
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FixedRange = 0x20,
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NotUsedInNormalCombat = 0x40,
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OverrideDamageToWeaponMult = 0x80,
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DontUse3rdPersonIronSightAnimations = 0x0100,
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ShortBurst = 0x0200,
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RumbleAlternate = 0x0400,
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LongBurst = 0x0800,
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ScopeHasNightVision = 0x1000,
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ScopeFromMod = 0x2000
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}
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}

ESPSharp/Enums/LimbKillBehavior.cs

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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums
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{
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public enum LimbKillBehavior : uint
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{
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NormalFormulaBehavior,
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DismemberOnly,
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ExplodeOnly,
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NoDismemberOrExplode
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}
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}

ESPSharp/Enums/NoYesByte.cs

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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums
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{
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public enum NoYesByte : byte
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{
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No,
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Yes
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums
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{
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public enum WeaponAnimationType : uint
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{
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HandToHand = 0,
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_1HandMelee,
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_2HandMelee,
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_1HandPistol,
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_1HandPistolEnergy,
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_2HandRifle,
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_2HandAutomatic,
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_2HandRifleEnergy,
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_2HandHandle,
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_2HandLauncher,
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_1HandGrenade,
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_1HandMine,
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_1HandLunchboxMine,
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_1HandThrowing
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace ESPSharp.Enums
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{
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public enum WeaponAttackAnimationType : byte
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{
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AttackLeft = 26,
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AttackRight = 32,
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Attack3 = 38,
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Attack4 = 44,
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Attack5 = 50,
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Attack6 = 56,
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Attack7 = 62,
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Attack8 = 68,
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AttackLoop = 74,
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AttackSpin = 80,
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AttackSpin2 = 86,
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PlaceMine = 102,
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PlaceMine2 = 108,
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AttackThrow = 114,
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AttackThrow2 = 120,
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AttackThrow3 = 126,
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AttackThrow4 = 132,
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AttackThrow5 = 138,
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Attack9 = 144,
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AttackThrow6 = 150,
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AttackThrow7 = 156,
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AttackThrow8 = 162,
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Default = 255
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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7+
namespace ESPSharp.Enums
8+
{
9+
public enum WeaponGripAnimationType : byte
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{
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HandGrip1 = 230,
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HandGrip2,
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HandGrip3,
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HandGrip4,
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HandGrip5,
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HandGrip6,
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Default
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}
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}

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